private static void ResolvingPhase()
 {
     foreach (var actor in AllActors)
     {
         foreach (var collider in AllColliders)
         {
             if (actor.Colliders.Contains(collider))
             {
                 continue;                                                         // skip self
             }
             if (PhysicsMath.IsInsideExact(actor.MainCollider, collider))
             {
                 var newPos = PhysicsMath.Depenetrate(actor.MainCollider, collider);
                 Console.WriteLine("Corrected by {0}", (actor.Entity.Position - newPos).ToStringFixed(8));
                 actor.Entity.Position = newPos;
             }
         }
     }
 }