Rubikon: Difference between revisions
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[[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in | [[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in {{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}} )]] | ||
{{Rubikon|4}} is [[Valve]]'s custom [[physics]] engine used in {{Source 2|1}}. It replaces [[Havok]], which is the main provider of physics for {{Source|1}} engine games. | {{Rubikon|4}} is [[Valve]]'s custom [[physics]] engine used in {{Source 2|1}}. It replaces [[Havok]], which is the main provider of physics for {{Source|1}} engine games. |
Revision as of 05:28, 4 August 2024
Rubikon is Valve's custom 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
- About Rubikon Development — Sergiy Migdalskiy Debugging Techniques.pdf (
Archived version )
References
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