Rubikon: Difference between revisions
Jump to navigation
Jump to search
(Bold) |
SirYodaJedi (talk | contribs) m (Reverted edits by OdstGamingEternalyt (talk) to last revision by Kr0tchet) Tag: Rollback |
||
(35 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{source 2 topicon}} | ||
' | |||
{{LanguageBar}} | |||
{{Stub}} | |||
[[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in Sergey Migdalskiy's lecture at GDC 2014.]] | |||
{{Rubikon|1}} is [[Valve]]'s custom CPU based{{Cite|1}} [[physics]] engine used in {{Source 2|1}}. It replaces [[Havok]], which is the main provider of physics for {{Source|1}} engine games. | |||
Valve switched from Havok to Rubikon in order to reduce licensing cost. | |||
== Forks == | |||
{{S&box|4.1}} uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.{{Cite|2}} | |||
== External links == | |||
* Rubikon at GDC 2014 — {{youtube|1RphLzpQiJY|page = watch|Valve's Physics for Game Programmers}}. | |||
* Document from GDC 2014 — {{link|plain|media.steampowered.com/apps/valve/2014/Sergiy_Migdalskiy_Debugging_Techniques.pdf|Sergiy Migdalskiy Debugging Techniques.pdf}} ( {{wayback|20150703064149/https://media.steampowered.com/apps/valve/2014/Sergiy_Migdalskiy_Debugging_Techniques.pdf|Archived version}} ). | |||
{{references|1= | |||
{{ref2|cite id=1|access-date={{#time: F d, Y }}|1=Dirk Gregorius (March 10, 2015). "{{link|plain|2=pybullet.org/Bullet/phpBB3/viewtopic.php?t=10423|3=Rubikon : Valve's physics engine for Source 2}}". {{link|plain|pybullet.org/Bullet/phpBB3|Real-Time Physics Simulation Forum}}.}} | |||
{{ref2|cite id=2|access-date={{#time: F d, Y }}|gvarados (@gvarados) (August 3, 2024). "{{Twitter|gvarados/status/1819448434057007190|S&box has a new Physics Engine|icon=hide}}". ''{{twitter}}''.}} | |||
}} | |||
[[Category:Physics]] |
Latest revision as of 11:20, 30 June 2025
Rubikon is Valve's custom CPU based[1] physics engine used in Source 2. It replaces Havok, which is the main provider of physics for Source engine games.
Valve switched from Havok to Rubikon in order to reduce licensing cost.
Forks
S&box uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.[2]
External links
- Rubikon at GDC 2014 —
Valve's Physics for Game Programmers.
- Document from GDC 2014 — Sergiy Migdalskiy Debugging Techniques.pdf (
Archived version ).
References
References | ||||
---|---|---|---|---|
|