/// <summary>
 /// Updates the entity
 /// </summary>
 /// <param name="updateClock">Clock causing updates</param>
 public override void Update( Clock updateClock )
 {
     m_Position.Step( updateClock.CurrentTickTime );
 }
        private void Update( Clock clock )
        {
            Environment.Environment env = m_Scene.Objects.GetFirstOfType<Environment.Environment>( );
            IEnvironmentCollisions collisions = env.PointCollisions;

            float t = 1.0f / ( float )TinyTime.ToSeconds( clock.LastInterval );

            Vector3 move = m_Dir * ( m_Speed * t );
            Collision col = collisions.CheckMovement( m_Pos.End, move );

            if ( col == null )
            {
                m_Pos.End += move;
            }
            else
            {
                m_Scene.Renderables.Remove( this );
            }

            m_Pos.Step( clock.CurrentTickTime );
        }
 /// <summary>
 /// Calls <see cref="IConnection.ReceiveMessages"/> for each connection
 /// </summary>
 private void Update( Clock readClock )
 {
     ReceiveMessages( );
     if ( ConnectionsUpdated != null )
     {
         ConnectionsUpdated( );
     }
 }