public void InitalizePhysics() { // Construct engine objects this.Camera = new Camera(this); //_visualizationEffect = new BasicEffect(this.Device) //{ // VertexColorEnabled = true //}; //_vertexDeclaration = VertexPositionColor.VertexDeclaration; // Construct physics objects CoreDescription coreDesc = new CoreDescription(); UserOutput output = new UserOutput(); this.Core = new Core(coreDesc, output); Core core = this.Core; core.SetParameter(PhysicsParameter.VisualizationScale, 2.0f); core.SetParameter(PhysicsParameter.VisualizeCollisionShapes, true); core.SetParameter(PhysicsParameter.VisualizeClothMesh, true); core.SetParameter(PhysicsParameter.VisualizeJointLocalAxes, true); core.SetParameter(PhysicsParameter.VisualizeJointLimits, true); core.SetParameter(PhysicsParameter.VisualizeFluidPosition, true); core.SetParameter(PhysicsParameter.VisualizeFluidEmitters, false); // Slows down rendering a bit too much core.SetParameter(PhysicsParameter.VisualizeForceFields, true); core.SetParameter(PhysicsParameter.VisualizeSoftBodyMesh, true); SceneDescription sceneDesc = new SceneDescription() { //SimulationType = SimulationType.Hardware, Gravity = new Vector3(0, -9.81f, 0).AsPhysX(), GroundPlaneEnabled = true }; this.Scene = core.CreateScene(sceneDesc); HardwareVersion ver = Core.HardwareVersion; SimulationType simType = this.Scene.SimulationType; // Connect to the remote debugger if it's there core.Foundation.RemoteDebugger.Connect("localhost"); }