Source 1 uses the Havok physics engine
and it was great for the time. However
you can see the limitations of it very
quickly if you put a few bottles in a
crate and pick it up. You suddenly get a
noisy glitchy mess that will fling
across your screen.
However, Source 2 has adopted the Rubikon
physics engine and it has results scarily
close to real life. Now if you try and
hold a crate full of bottles, they'll
stay in place this alone is quite
impressive and something that Source 1
was lacking. It sometimes has its moments
where the bottles will clip through the
crate but only when you move it really
fast. I found that if you try and break
the new physics engine it'll break
however in casual play, you hardly ever
notice any flaws. As I mentioned before
this new physics engine it isn't perfect
here's a little example to show how the
physics get more clunky the faster
things move this spinning platform
pushes the physics objects and at a speed
of 50 it looks pretty good not too many
issues 100 it's not perfect but it still
looks good but at 150 the physics get a
bit wonky here's 300 just for science
you'd probably notice that some of the
balls are actually getting pushed inside
of the walls seems at high speeds the
collisions just stop working properly
Ragdolls another great thing in Source 1
1 and Source 2 has them so let's put a
few of those in a spinning death trap
*not sure how to describe this noise* it seems they just get stuck in
walls and don't work at all. hmm what if we
make a tower of them well that's even
worse I guess ragdolls aren't really
designed for moving as much. the ragdolls
are actually better off on their own and
in not moving environments the new
hammer editor actually has a physics
simulation tool in it so you can just
pose the ragdoll in the editor it's
really great kinda reminds me how you
pose characters in Garry's Mod
the best feature I think in Rubikon has
to be the new glass imagine glass from
source 1 and then throw that out the
window
this stuff is next-level glass physics
and it is so satisfying maybe if csgo
there's ported to  Source 2 Philip can make
an epic sequel to his defenestration map
you know what let's take 15 whole
seconds just to appreciate these new
glass physics
clearly valve switched to rubikon
it was developed for Source 2 and it gives a lot
of freedom another thing to mention is
how smoothly the game runs with hundreds
of physics objects are moving about the
performance is kept quite high and the
quality of the physics is is really high
- I have hundreds even thousands of
physics objects and it doesn't drop
frames as severely as Havok would and
one last thing
the crates have packing peanuts my life
is now complete
 
(i mean just look at these peanuts)
(don't tell me you're not in the littlest bit turned on by them)
