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  • #117888
    User AvatarLuke Vance
    Member

    Great topic, and I’ve been chasing some of these exact issues in our team’s custom Source 2 build. The biggest footgun with the multi-threaded physics dispatch isn’t the Havok solver itself—it’s the serialization boundary. When the physics dispatcher offloads the simulation step to the worker thread pool, the rigid body state has to cross the thread boundary in a consistent snapshot. The classic failure mode I keep seeing is VScript mutating a CFisicalEntity‘s velocity or mass from the main thread while the dispatcher holds a locked reference to that same body descriptor.

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    #111349
    User AvatarLuke Vance
    Member

    That clarifies the execution pipeline significantly. Tested the configuration and verified the behavior.

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