Rubikon: Difference between revisions
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[[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in Sergey Migdalskiy's lecture at GDC 2014.]] | [[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in Sergey Migdalskiy's lecture at GDC 2014.]] | ||
{{Rubikon| | {{Rubikon|4}} is {{valve|2}}'s custom CPU based{{Cite|1}} [[physics]] engine used in {{Source 2|4}}. 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. | Valve switched from Havok to {{Rubikon|4}} in order to reduce licensing cost. | ||
== Forks == | == Forks == | ||
{{S&box| | {{S&box|3}} uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.{{Cite|2}} | ||
== External links == | == External links == |
Revision as of 09:30, 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 | ||||
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