/// <summary> Create a new collision space based on a given strategy for /// partioning the space /// /// </summary> /// <param name="strategy">The strategy to use to partion the collision space /// </param> public CollisionSpace(BroadCollisionStrategy strategy) { this.collisionStrategy = strategy; }
/// <summary> Create a new physics model World /// /// </summary> /// <param name="gravity">The direction and force of gravity /// </param> /// <param name="iterations">The number of iterations to run each Step. More iteration /// is more accurate but slower /// </param> /// <param name="strategy">The strategy used to determine which bodies to check detailed /// collision on /// </param> public World(Vector2f gravity, int iterations, BroadCollisionStrategy strategy) : base(strategy) { this.gravity = gravity; this.iterations = iterations; }