public void Update(TimeSpan elapsed)
        {
            Parallel.ForEach(Shoots, b =>
            {
                b.Update(elapsed);
            });

            //On vire les shoots terminés
            Shoots.RemoveAll(x => x.LifeTime <= 0);

            m_renderer.Clear();

            foreach (var b in Shoots)
            {
                var points = b.Cone.GetPath();
                foreach (var point in points)
                {
                    m_renderer.AddVertex(point.Point, point.Color);
                }
            }
        }