private static void PhysicsSimulationTick(float timeDelta) { if (physicsObjects.QueuedCount() > 0) { physicsObjects.Pump(); staticObjects.Pump(); dynamicObjects.Pump(); } BroadPhase(timeDelta); if (narrowPhaseObjects.Count > 0) { NarrowPhase(timeDelta); } }
private static void Tick(float timeDelta) { if (gameObjects.QueuedCount() > 0) { gameObjects.Pump(); } var physicsFrame = PhysicsManager.PhysicsSimulationTickAsync(timeDelta); foreach (var gameobject in gameObjects) { gameobject.OnSimulationTick(timeDelta); } physicsFrame.Wait(); }