public JitterPhysicsComponent(Game game) : base(game) { m_collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP(); m_world = new Jitter.World(CollisionSystem); World.AllowDeactivation = true; }
public World() { Jitter.Collision.CollisionSystem collision = new Jitter.Collision.CollisionSystemPersistentSAP(); world = new Jitter.World(collision); world.Gravity.Set(0.0f, -10.0f, 0.0f); }