Beispiel #1
0
 // Update scene subsystems. If a physics world is present, it will be updated, triggering fixed timestep logic updates
 void HandleSceneSubsystemUpdate(SceneSubsystemUpdateEvent e)
 {
 }
Beispiel #2
0
 // Update scene subsystems. If a physics world is present, it will be updated, triggering fixed timestep logic updates
 void HandleSceneSubsystemUpdate(SceneSubsystemUpdateEvent e)
 {
 }