void renderTimerElapsed(object sender, EventArgs args) { //update the clock TimeSource.frameStep(); //update the camera myCameraEventHandler.tick((float)TimeSource.timeThisFrame()); glControl1.Invalidate(); }
public override void prepareFrameBegin() { ParticleManager.tick((float)TimeSource.timeThisFrame()); }
public static void tick() { TimeSource.frameStep(); myEventManager.tick(myMinTime, myMaxTime); myTaskManager.tick(TimeSource.timeThisFrame()); }