public override void Initialize() { this.World = WorldPerformanceTestSetup.CreateWorld(this.WorldSideSize); //new World(); //this.World.HibernationEnabled = true; // enable multithreading //this.World.ContactManager.VelocityConstraintsMultithreadThreshold = 256; //this.World.ContactManager.PositionConstraintsMultithreadThreshold = 256; //this.World.ContactManager.CollideMultithreadThreshold = 256; //this.World.Gravity = Vector2.Zero; //this.CreateBounds(); // sets up debug drawing base.Initialize(); // automatically enable additional performance info this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.PerformanceGraph); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.DebugPanel); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.AABB); this.DebugView.Enabled = true; // set zoom to show a meaningful part of the world //this.GameInstance.ViewZoom = 0.09f; }
public override void Initialize() { const int WorldSideSize = 2000; this.World = WorldPerformanceTestSetup.CreateWorld(WorldSideSize); // 2km // add an interest area ever X meters const int AAradius = 100; const int AAmargin = 250; for (var x = -WorldSideSize / 2 + AAmargin; x < WorldSideSize / 2 - AAmargin / 2; x += AAmargin) { for (var y = -WorldSideSize / 2 + AAmargin; y < WorldSideSize / 2 - AAmargin / 2; y += AAmargin) { // init and add var activeArea = new IndependentActiveArea(); activeArea.SetPosition(new Vector2(x, y)); activeArea.SetRadius(AAradius); this.World.HibernationManager.ActiveAreas.Add(activeArea); } } // sets up debug drawing base.Initialize(); // automatically enable additional performance info this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.PerformanceGraph); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.DebugPanel); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.AABB); this.DebugView.Enabled = true; // set zoom to show a meaningful part of the world //this.GameInstance.ViewZoom = 0.09f; }
public override void Initialize() { this.World = WorldPerformanceTestSetup.CreateWorld(2000); // 2km // create gravity well // create atmosphere // create ocean // sets up debug drawing base.Initialize(); // automatically enable additional performance info this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.PerformanceGraph); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.DebugPanel); this.DebugView.AppendFlags(Diagnostics.DebugViewFlags.AABB); this.DebugView.Enabled = true; }