Rubikon: Difference between revisions
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{{ref2|cite id=1|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}}''.}} | {{ref2|cite id=1|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}}''.}} | ||
{{ref2|cite id=2|access-date={{#time: F d, Y }}|1="{{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 }}|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}}.}} | ||
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[[Category:Physics]] | [[Category:Physics]] |
Revision as of 06:09, 4 August 2024

Rubikon mascot used in Sergiy Migdalskiy Debugging Techniques.pdf
Rubikon is Valve's custom CPU-based[2] physics engine used in Source 2. It replaces Havok, which is the main provider of physics for Source engine games.
Forks
A heavily modified version of Source 2, called S&box, uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.[1]
Media
- Rubikon at GDC 2014 —
Valve's Physics for Game Programmers
- Document from GDC 2014 — Sergiy Migdalskiy Debugging Techniques.pdf (
Archived version )
References
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