public override void Update(GameTime time)
        {
            if (!physicsSystem.PhysicsEngine.Initialized)
            {
                return;
            }

            //Simulation processing is from here
            physicsSystem.PhysicsEngine.Update((float)time.Elapsed.TotalSeconds);

            //characters need manual updating
            foreach (var element in characters.Where(element => element.Collider.Enabled))
            {
                element.UpdateTransformationComponent(element.Collider.PhysicsWorldTransform);
            }
        }