public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider) { World = world; Entities = new List<IPhysicsEntity>(); EntityLock = new object(); BlockPhysicsProvider = physicsProvider; }
public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider) { World = world; Entities = new List <IPhysicsEntity>(); EntityLock = new object(); BlockPhysicsProvider = physicsProvider; }
public PhysicsEngine(World world, IBlockPhysicsProvider physicsProvider, int MillisecondsBetweenUpdates) { World = world; Entities = new List<IPhysicsEntity>(); EntityLock = new object(); LastUpdate = DateTime.MinValue; BlockPhysicsProvider = physicsProvider; this.MillisecondsBetweenUpdates = MillisecondsBetweenUpdates; }
public PhysicsEngine(IWorld world, IBlockPhysicsProvider physicsProvider) { World = world; Entities = new List<IPhysicsEntity>(); EntityLock = new object(); LastUpdate = DateTime.MinValue; BlockPhysicsProvider = physicsProvider; MillisecondsBetweenUpdates = 1000 / 20; }
public PhysicsEngine(ReadOnlyWorld world, IBlockPhysicsProvider physicsProvider) { World = world; Entities = new List <IPhysicsEntity>(); EntityLock = new object(); LastUpdate = DateTime.MinValue; BlockPhysicsProvider = physicsProvider; MillisecondsBetweenUpdates = 1000 / 20; }
public PhysicsEngine(World world, IBlockPhysicsProvider physicsProvider, int MillisecondsBetweenUpdates) { World = world; Entities = new List <IPhysicsEntity>(); EntityLock = new object(); LastUpdate = DateTime.MinValue; BlockPhysicsProvider = physicsProvider; this.MillisecondsBetweenUpdates = MillisecondsBetweenUpdates; }