Rubikon: Difference between revisions
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== Media == | == Media == | ||
* Rubikon at GDC 2014 — {{youtube|1RphLzpQiJY|page = watch|Valve's Physics for Game Programmers}} | * 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}} ) | * 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}} ). | ||
Revision as of 06:25, 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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