// Objekte der Umgebung instanziieren
 private void CreateEnvironment()
 {
     var houses = new GameObject(RC, new float3(0,0, 0), float3.Zero, new float3(1f, 1f, 1f), srBuildings);
     LevelObjects.Add(houses);
     var cows = new GameObject(RC, new float3(0, 0, 0), new float3(0,-20,0), new float3(1f, 1f, 1f), srCows);
     LevelObjects.Add(cows);
     var cows1 = new GameObject(RC, new float3(-20, 0, 0), new float3(0,-180,0), new float3(1f, 1f, 1f), srCows);
     LevelObjects.Add(cows1);
     var trees = new GameObject(RC, new float3(0, -60, 0), new float3(0, 0, 0), new float3(1.5f, 1.5f, 1.5f), srTrees);
     LevelObjects.Add(trees);
     var ebene = new GameObject(RC, new float3(0, -60, 0), float3.Zero, new float3(20,1,20), srLandschaft);
     LevelObjects.Add(ebene);
 }
        //Gibt true zurück wenn die Kollisionsradien der beiden objekte sich überschneiden
        private bool CheckForCollision(GameObject gameObject1, GameObject gameObject2)
        {
            if (gameObject1 != null && gameObject2 != null)
            {
                var dist = (gameObject1.Position - gameObject2.Position).Length;
                if (dist <= gameObject1.Radius + gameObject2.Radius)
                {
                    return true;
                }
            }

            return false;
        }