Rubikon: Difference between revisions
Jump to navigation
Jump to search
m (→Media) |
m (→Forks) |
||
Line 10: | Line 10: | ||
== Forks == | == Forks == | ||
A heavily modified version of {{Source 2|1}}, called {{S&box|1}}, uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.{{Cite| | A heavily modified version of {{Source 2|1}}, called {{S&box|1}}, uses modified version of Rubikon physics engine called "Box3D", which was designed to be constantly updated.{{Cite|2}} | ||
== Media == | == Media == |
Revision as of 05:58, 4 August 2024

Rubikon mascot used in Sergiy Migdalskiy Debugging Techniques.pdf
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.[2]
Media
- Rubikon at GDC 2014 —
Valve's Physics for Game Programmers
- Document from GDC 2014 — Sergiy Migdalskiy Debugging Techniques.pdf (
Archived version )
References
References | ||||
---|---|---|---|---|
|