/// <summary>
        /// Constructs the character and internal physics character controller.
        /// </summary>
        /// <param name="owningSpace">Space to add the character to.</param>
        /// <param name="camera">Camera to attach to the character.</param>
        /// <param name="game">The running game.</param>
        public SphereCharacterControllerInput(Space owningSpace, Camera camera, DemosGame game)
        {
            CharacterController = new SphereCharacterController();
            Camera = camera;
            CameraControlScheme = new FixedOffsetCameraControlScheme(CharacterController.Body, camera, game);

            Space = owningSpace;
        }
        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public CharacterStressTestDemo(DemosGame game)
            : base(game)
        {
            //Load in mesh data and create the group.
            Vector3[] staticTriangleVertices;
            int[] staticTriangleIndices;

            var playgroundModel = game.Content.Load<Model>("playground");
            //This is a little convenience method used to extract vertices and indices from a model.
            //It doesn't do anything special; any approach that gets valid vertices and indices will work.
            ModelDataExtractor.GetVerticesAndIndicesFromModel(playgroundModel, out staticTriangleVertices, out staticTriangleIndices);
            var meshShape = new InstancedMeshShape(staticTriangleVertices, staticTriangleIndices);
            var meshes = new List<Collidable>();

            var xSpacing = 400;
            var ySpacing = 400;
            var xCount = 11;
            var yCount = 11;
            for (int i = 0; i < xCount; i++)
            {
                for (int j = 0; j < yCount; j++)
                {
                    var staticMesh = new InstancedMesh(meshShape, new AffineTransform(Matrix3x3.Identity, new Vector3(-xSpacing * (xCount - 1) / 2 + i * xSpacing, 0, -ySpacing * (yCount - 1) / 2 + j * ySpacing)));
                    staticMesh.Sidedness = TriangleSidedness.Counterclockwise;
                    Space.Add(staticMesh);
                    //meshes.Add(staticMesh);
                    game.ModelDrawer.Add(staticMesh);
                }
            }
            //var group = new StaticGroup(meshes);
            //Space.Add(group);



            //Now drop the characters on it!
            var numColumns = 16;
            var numRows = 16;
            var numHigh = 8;
            float separation = 64;

            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        var character = new CharacterController();
                        character.Body.Position =
                            new Vector3(
                            separation * i - numRows * separation / 2,
                            40f + k * separation,
                            separation * j - numColumns * separation / 2);

                        characters.Add(character);

                        Space.Add(character);
                    }

            //Now drop the ball-characters on it!
            numColumns = 16;
            numRows = 16;
            numHigh = 8;
            separation = 64;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        var character = new SphereCharacterController();
                        character.Body.Position =
                            new Vector3(
                            separation * i - numRows * separation / 2,
                            48f + k * separation,
                            separation * j - numColumns * separation / 2);

                        sphereCharacters.Add(character);

                        Space.Add(character);
                    }


            game.Camera.Position = new Vector3(0, 10, 40);

            //Dump some boxes on top of the characters for fun.
            numColumns = 16;
            numRows = 16;
            numHigh = 8;
            separation = 64;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        var toAdd = new Box(
                            new Vector3(
                            separation * i - numRows * separation / 2,
                            52f + k * separation,
                            separation * j - numColumns * separation / 2),
                            0.8f, 0.8f, 0.8f, 15);
                        toAdd.PositionUpdateMode = BEPUphysics.PositionUpdating.PositionUpdateMode.Continuous;

                        Space.Add(toAdd);
                    }
        }