public override void Update(IRealm realm, double delta)
 {
     foreach (var bullet in realm.Entities.OfType<BulletViewModel>()) {
         bullet.X += (bullet.NewX - bullet.X) * .5f;
         bullet.Y += (bullet.NewY - bullet.Y) * .5f;
         realm.ModifyEntity(bullet);
     }
 }
 public override void Update(IRealm realm, double delta)
 {
     foreach (var ball in realm.Entities.OfType<BallViewModel>()) {
         ball.X += (ball.NewX - ball.X) * .5;
         ball.Y += (ball.NewY - ball.Y) * .5;
         realm.ModifyEntity(ball);
     }
 }
        /// <summary>Update realm.</summary>
        /// <param name="realm">Realm.</param>
        /// <param name="delta">Time passed since last update.</param>
        public override void Update(IRealm realm, double delta)
        {
            foreach (var entity in realm.Entities.OfType<Player>()) { realm.ModifyEntity(entity); }
            foreach (var entity in realm.Entities.OfType<Ball>()) { realm.ModifyEntity(entity); }
            foreach (var entity in realm.Entities.OfType<Bullet>()) { realm.ModifyEntity(entity); }
            foreach (var entity in realm.Entities.OfType<Gate>()) { realm.ModifyEntity(entity); }

            // It's time for sync
            if (DateTime.Now > _nextUpdate) {
                foreach (var ent in _list) {
                    if (ent.Value == EntityState.Added) _service.AddEntity(ent.Key);
                    if (ent.Value == EntityState.Modified) _service.ModifyEntity(ent.Key);
                    if (ent.Value == EntityState.Removed) _service.RemoveEntity(ent.Key);
                }
                _list.Clear();
                _nextUpdate = DateTime.Now.AddMilliseconds(100);
            }
        }
        public override void Update(IRealm realm, double delta)
        {
            foreach (var player in realm.Entities.OfType<PlayerViewModel>()) {
                player.AimAngle += (player.NewAimAngle - player.AimAngle) * .3;
                player.X += (player.NewX - player.X) * .3;
                player.Y += (player.NewY - player.Y) * .3;

                if ((player.NewX - player.X) > 1)
                    player.State = "RunRight";
                else if ((player.NewX - player.X) < -1)
                    player.State = "RunLeft";
                else
                    player.State = "Stay";
                //player.X = player.NewX;
                //player.Y = player.NewY;
                realm.ModifyEntity(player);
            }
        }