Zh/Rubikon: Difference between revisions
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[[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}}]] | [[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}}]] | ||
'''Rubikon''' 是Valve在{{L|Source 2|起源2}}中使用的{{L|physics|物理}} | '''Rubikon''' 是Valve在{{L|Source 2|起源2}}中使用的{{L|physics|物理}}引擎,它设计上是基于 CPU 运算的。它取代了{{L|Source|起源1}}使用的物理引擎{{L|Havok}}。 | ||
Valve 从{{L|Havok}}转向 '''Rubikon''' 是为了降低授权成本。 | |||
== Forks == | == Forks == |
Latest revision as of 06:57, 23 June 2025

Rubikon mascot used in Sergiy Migdalskiy Debugging Techniques.pdf
Rubikon 是Valve在起源2 中使用的物理 引擎,它设计上是基于 CPU 运算的。它取代了起源1 使用的物理引擎Havok 。 Valve 从Havok 转向 Rubikon 是为了降低授权成本。
Forks
名为 S&box 的深度修改版的 起源2, 采用了 Rubikon 物理引擎的改良版本"Box3D",该版本设计为持续更新[1]
External links
- GDC 2014 上的 Rubikon —
Valve's Physics for Game Programmers.
- GDC 2014 文档 — Sergiy Migdalskiy Debugging Techniques.pdf (
Archived version ).
参考文献
参考文献 | ||
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