Rubikon: Difference between revisions
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[[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in Sergey | [[File:The Rubikon Mascot.jpg|thumb|256px|Rubikon mascot used in Sergey Migdalskiy's lecture at GDC 2014.]] | ||
{{Rubikon|1}} is [[Valve]]'s custom CPU-based{{Cite|2}} [[physics]] engine used in {{Source 2|1}}. It replaces [[Havok]], which is the main provider of physics for {{Source|1}} engine games. | {{Rubikon|1}} is [[Valve]]'s custom CPU-based{{Cite|2}} [[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 06:37, 4 August 2024
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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