public override void Initialize() { physicsConfiguration = Game?.Settings != null?Game.Settings.Configurations.Get <PhysicsSettings>() : new PhysicsSettings(); if (isMultithreaded) { doUpdateEvent = new ManualResetEventSlim(false); runThread = true; physicsThread = new Thread(new ThreadStart(PhysicsProcessingThreadBody)); physicsThread.Name = "BulletPhysics Processing Thread"; physicsThread.IsBackground = true; physicsThread.Start(); } }
public override void Initialize() { physicsConfiguration = Game?.Settings != null?Game.Settings.Configurations.Get <PhysicsSettings>() : new PhysicsSettings(); MaximumSimulationTime = physicsConfiguration.FixedTimeStep; EntityManager.preventPhysicsProcessor = physicsConfiguration.OnlyUseBepu; if (isMultithreaded) { doUpdateEvent = new ManualResetEventSlim(false); runThread = true; physicsThread = new Thread(new ThreadStart(PhysicsProcessingThreadBody)); physicsThread.Name = "BulletPhysics Processing Thread"; physicsThread.IsBackground = true; simulationThread = physicsThread; physicsThread.Start(); } else { simulationThread = Thread.CurrentThread; } }
public override void Initialize() { physicsConfiguration = Game?.Settings != null?Game.Settings.Configurations.Get <PhysicsSettings>() : new PhysicsSettings(); }