public JiggleGame() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); graphics.SynchronizeWithVerticalRetrace = true; this.IsFixedTimeStep = true; physicSystem = new PhysicsSystem(); graphics.SynchronizeWithVerticalRetrace = false; this.IsFixedTimeStep = false; //physicSystem.CollisionSystem = new CollisionSystemGrid(32, 32, 32, 30, 30, 30); //physicSystem.CollisionSystem = new CollisionSystemBrute(); physicSystem.CollisionSystem = new CollisionSystemSAP(); physicSystem.EnableFreezing = true; physicSystem.SolverType = PhysicsSystem.Solver.Normal; physicSystem.CollisionSystem.UseSweepTests = true; physicSystem.NumCollisionIterations = 8; physicSystem.NumContactIterations = 8; physicSystem.NumPenetrationRelaxtionTimesteps = 15; camera = new Camera(this); FrameRateCounter physStats = new FrameRateCounter(this, this.physicSystem); debugDrawer = new DebugDrawer(this); debugDrawer.Enabled = false; Components.Add(physStats); Components.Add(camera); Components.Add(debugDrawer); physStats.DrawOrder = 2; debugDrawer.DrawOrder = 3; this.IsMouseVisible = true; this.Window.Title = "JigLibX Physic Library " + System.Reflection.Assembly.GetAssembly(typeof(PhysicsSystem)).GetName().Version.ToString(); }
/// <summary> /// Initializes class and components /// </summary> protected override void Initialize() { this.Components.Add(this.colorStream); // Create the avatar animator this.animator = new AvatarAnimator(this); //this.Components.Add(this.animator); // Add XUI Component _G.Game = this; // add core components Components.Add(new GamerServicesComponent(this)); // add layers UiLayer = new UiLayer(this); _G.UI = UiLayer; // add other components _G.GameInput = new GameInput((int)E_GameButton.Count, (int)E_GameAxis.Count); GameControls.Setup(); // initialise mappings camera = new Camera(this); camera.Position = Vector3.Forward * 12; this.Services.AddService(typeof(Camera), this.camera); List<Camera> kinectCamera = new List<Camera>(); kinectCamera.Add(new Camera(this)); kinectCamera[0].Position = Vector3.Zero; kinectCamera[0].View = Matrix.CreateLookAt( new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), Vector3.Down); this.Services.AddService(typeof(List<Camera>), kinectCamera); this.Components.Add(camera); base.Initialize(); }