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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2016-07-06T17:47:49+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/10423</id>

		<entry>
		<author><name><![CDATA[Dirk Gregorius]]></name></author>
		<updated>2016-07-06T17:47:49+00:00</updated>

		<published>2016-07-06T17:47:49+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=37844#p37844</id>
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		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
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We have basic buoyancy and some tricks, but not a full fluid solver with rigid body coupling. I am not seeing any uses cases for this at the moment.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=14">Dirk Gregorius</a> — Wed Jul 06, 2016 5:47 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Yavga]]></name></author>
		<updated>2016-07-06T13:24:23+00:00</updated>

		<published>2016-07-06T13:24:23+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=37840#p37840</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=37840#p37840"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
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Bumping an old topic but the question seems relevant. <br><br>I cannot really find anything on "Rubikon's fluid simulation" in Source 2.<br><br>I was wondering if, to any extend, the second Source engine is able to handle realistic fluid simulation.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=11769">Yavga</a> — Wed Jul 06, 2016 1:24 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2015-03-10T18:39:28+00:00</updated>

		<published>2015-03-10T18:39:28+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35095#p35095</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35095#p35095"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35095#p35095"><![CDATA[
Excellent, thank you for the link to the GDC talk PDFs, that's perfect.<br><br>Yes, I mistakenly made assumptions from all of those "PhysX" names, thanks for clarifying.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Tue Mar 10, 2015 6:39 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Dirk Gregorius]]></name></author>
		<updated>2015-03-10T17:18:02+00:00</updated>

		<published>2015-03-10T17:18:02+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35094#p35094</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35094#p35094"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35094#p35094"><![CDATA[
I gave three talks over the last three years at GDC which describe essentially the Rubikon collision pipeline. I am thinking to give a talk on mesh and continuous contacts next year and then close with a talk about the solver following this. The solver is essentially SI with post-projection, but there are some nice implementation details I would like to share (e.g. central friction, quaternion constraints, etc). Sergiy gave a talk about physics debugging at GDC in 2014 which also shares a bunch of information about Rubikon.<br><br>Personally I think we miss actually more talks about physics authoring. The technical information is all out there. E.g. we have a complete Maya integration which we used to bake a bunch of the destruction shots in the VR demo. These large scale shots were a great stress test for the engine. <br><br>Some classes in Source 2 have PhysX in their name which I agree might be misleading, but Source 2 doesn't use any PhysX. <br><br>Here is the link to the 2014 and 2015 talks (both Sergiy and me):<br><a href="http://box2d.org/downloads/" class="postlink">http://box2d.org/downloads/</a><br><br>You can download my 2013 talk from Google here:<br><a href="https://code.google.com/p/box2d/downloads/list" class="postlink">https://code.google.com/p/box2d/downloads/list</a><br><br>Cheers,<br>-Dirk<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=14">Dirk Gregorius</a> — Tue Mar 10, 2015 5:18 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2015-03-10T13:40:19+00:00</updated>

		<published>2015-03-10T13:40:19+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35093#p35093</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35093#p35093"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35093#p35093"><![CDATA[
The engine has been referred to for a while, but I haven't yet come across much information, and since Source 2 is now official, I was thinking maybe there would be some doc on Rubikon somewhere.  I thought I'm not looking in the right places or perhaps just need to be more patient.<br>Sorry to bother, just curious in general.  Possibly just some high level info then, if there is a URL with an overview of the engine components, or simply Rn* rigid and soft body shapes and joint types, etc. (but no need to list here)<br><br>I wasn't privy to your GDC contact solving talk last week, but appears some info might have been provided (e.g. no box primitive, use RnHull).<br><br>I understood that Source 2's physics would still be optionally augmented with PhysX <span style="font-size:85%;line-height:116%">(<a href="https://developer.nvidia.com/physx-source-github" class="postlink">now apparently free to all with source code BTW</a>)</span> for extra SFX, or is that title specific?<br><br>Thank you.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Tue Mar 10, 2015 1:40 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Dirk Gregorius]]></name></author>
		<updated>2015-03-10T02:21:30+00:00</updated>

		<published>2015-03-10T02:21:30+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35090#p35090</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35090#p35090"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35090#p35090"><![CDATA[
No, everything is running on the CPU. Physics is a big part of gameplay, so I don't see any physics simulation running on the GPU in the near future.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=14">Dirk Gregorius</a> — Tue Mar 10, 2015 2:21 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[H3g3m0n]]></name></author>
		<updated>2015-03-10T02:15:08+00:00</updated>

		<published>2015-03-10T02:15:08+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35089#p35089</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35089#p35089"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
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<blockquote class="uncited"><div>Rubikon is our custom rigid body engine we use in Source 2 now. There aren't really any secrets there. What are you questions?</div></blockquote>I would be interested to know if it's has (or is getting) Vulkan support, or any other GPGPU stuff.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=5128">H3g3m0n</a> — Tue Mar 10, 2015 2:15 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Dirk Gregorius]]></name></author>
		<updated>2015-03-09T23:37:09+00:00</updated>

		<published>2015-03-09T23:37:09+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35086#p35086</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35086#p35086"/>
		<title type="html"><![CDATA[Re: Rubikon : Valve's physics engine for Source 2]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35086#p35086"><![CDATA[
Rubikon is our custom rigid body engine we use in Source 2 now. There aren't really any secrets there. What are you questions?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=14">Dirk Gregorius</a> — Mon Mar 09, 2015 11:37 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2015-03-09T21:29:22+00:00</updated>

		<published>2015-03-09T21:29:22+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35085#p35085</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35085#p35085"/>
		<title type="html"><![CDATA[Rubikon : Valve's physics engine for Source 2]]></title>

		
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Could someone (<span style="font-size:85%;line-height:116%"><em class="text-italics">Dirk?</em></span> <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_wink.gif" width="15" height="15" alt=":wink:" title="Wink">) please point us to more <em class="text-italics">detailed</em> information about <strong class="text-strong">Rubikon</strong>, Valve's physics engine for Source 2?<br>Thanks.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Mon Mar 09, 2015 9:29 pm</p><hr />
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