//This is our update / Renderloop private void Run() { // Run the GameEngine for one frame m_GameEngine.ProcessFrame(); // Autosave if (filePathKnown && autoSaveWatch.ElapsedMilliseconds > 1000 * 60) { this.toolStripStatusLabel1.Text = "Saving!"; Application.DoEvents(); m_GameEngine.SaveWorld(); UpdateSaveStatus(); autoSaveWatch.Restart(); } // Status string status = ""; // Number of entities in current sector if (m_GameEngine != null) { int numEntities; m_GameEngine.CountEntitiesInSector(out numEntities); // Print Number of Entities status = "Number of entities: " + numEntities; } // Save Status if (!worldSavedAndNotEdited) { status = "Not Saved! " + status; } if (worldSavedAndNotEdited) { status = "Saved! " + status; } this.toolStripStatusLabel1.Text = status; }