protected Sample() { Engine = new PhysX.Samples.Engine.Engine(); Engine.OnUpdate += UpdateEngine; Engine.OnDraw += (s, e) => DrawEngine(); LoadContent(); LoadPhysics(Engine.Scene); }
// TODO: Refactor how the physics objects are created, they're too hidden away from the individual samples protected Sample(Action <SceneDesc> sceneDescCallback = null) { Engine = new PhysX.Samples.Engine.Engine(sceneDescCallback); Engine.OnUpdate += UpdateEngine; Engine.OnDraw += (s, e) => DrawEngine(); LoadContent(); LoadPhysics(Engine.Scene); }
protected Sample() { Engine = new PhysX.Samples.Engine.Engine(); Engine.OnUpdate += UpdateEngine; Engine.OnDraw += (s, e) => DrawEngine(); LoadContent(); LoadPhysics(Engine.Scene); }