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C# DemosGame类代码示例

本文整理汇总了C#中DemosGame的典型用法代码示例。如果您正苦于以下问题:C# DemosGame类的具体用法?C# DemosGame怎么用?C# DemosGame使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


DemosGame类属于命名空间,在下文中一共展示了DemosGame类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: MoreConstraintsTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public MoreConstraintsTestDemo(DemosGame game)
            : base(game)
        {
            Box boxA = new Box(new Vector3(0, 5, 0), 1, 2, 1, 10);
            Box boxB = new Box(new Vector3(0, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            WeldJoint weld = new WeldJoint(boxA, boxB);

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(weld);

            boxA = new Box(new Vector3(3, 5, 0), 1, 2, 1, 10);
            boxB = new Box(new Vector3(3, 8, 0), 1, 2, 1, 10);
            boxA.Orientation = Quaternion.CreateFromYawPitchRoll(0, MathHelper.PiOver4, 0);
            boxB.Orientation = Quaternion.CreateFromYawPitchRoll(MathHelper.PiOver4, 0, 0);

            BallSocketJoint ballSocket = new BallSocketJoint(boxA, boxB, (boxA.Position + boxB.Position) / 2);
            AngularMotor angularMotor = new AngularMotor(boxA, boxB);
            angularMotor.Settings.Mode = MotorMode.Servomechanism;

            Space.Add(boxA);
            Space.Add(boxB);
            Space.Add(ballSocket);
            Space.Add(angularMotor);

            Box ground = new Box(new Vector3(0, 0, 0), 10, 1, 10);

            Space.Add(ground);

            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:Raverenx,项目名称:GameEngine,代码行数:38,代码来源:MoreConstraintsTestDemo.cs

示例2: PlanetDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public PlanetDemo(DemosGame game)
            : base(game)
        {
            Space.ForceUpdater.Gravity = Vector3.Zero;

            //By pre-allocating a bunch of box-box pair handlers, the simulation will avoid having to allocate new ones at runtime.
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(1000);

            var planet = new Sphere(new Vector3(0, 0, 0), 30);
            Space.Add(planet);

            var field = new GravitationalField(new InfiniteForceFieldShape(), planet.Position, 66730 / 2f, 100);
            Space.Add(field);

            //Drop the "meteorites" on the planet.
            Entity toAdd;
            int numColumns = 10;
            int numRows = 10;
            int numHigh = 10;
            float separation = 5;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(separation * i - numRows * separation / 2, 40 + k * separation, separation * j - numColumns * separation / 2), 1f, 1f, 1f, 5);
                        toAdd.LinearVelocity = new Vector3(30, 0, 0);
                        toAdd.LinearDamping = 0;
                        toAdd.AngularDamping = 0;
                        Space.Add(toAdd);
                    }
            game.Camera.Position = new Vector3(0, 0, 150);
        }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:36,代码来源:PlanetDemo.cs

示例3: TwistTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public TwistTestDemo(DemosGame game)
            : base(game)
        {
            var a = new Box(new Vector3(-2, 2, 0), 1, 2, 2, 5);
            var b = new Box(new Vector3(2, 2, 0), 1, 2, 2, 5);
            b.Orientation = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), MathHelper.PiOver4);
            Space.Add(a);
            Space.Add(b);

            var twistJoint = new TwistJoint(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            var twistMotor = new TwistMotor(a, b, a.OrientationMatrix.Right, b.OrientationMatrix.Right);
            twistMotor.Settings.Mode = MotorMode.Servomechanism;

            //Space.Add(twistJoint);
            Space.Add(twistMotor);

            var ballSocketJoint = new BallSocketJoint(a, b, (a.Position + b.Position) * 0.5f);
            var swingLimit = new SwingLimit(a, b, a.OrientationMatrix.Right, a.OrientationMatrix.Right, MathHelper.PiOver2);

            Space.Add(ballSocketJoint);
            Space.Add(swingLimit);

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:30,代码来源:TwistTestDemo.cs

示例4: Demo

        protected Demo(DemosGame game)
        {
            Game = game;
            parallelLooper = new ParallelLooper();
            //This section lets the engine know that it can make use of multithreaded systems
            //by adding threads to its thread pool.
            #if XBOX360
            parallelLooper.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 1 }); });
            parallelLooper.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 3 }); });
            parallelLooper.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 4 }); });
            parallelLooper.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 5 }); });

            #else
            if (Environment.ProcessorCount > 1)
            {
                for (int i = 0; i < Environment.ProcessorCount; i++)
                {
                    parallelLooper.AddThread();
                }
            }
            #endif

            Space = new Space(parallelLooper);

            game.Camera.LockedUp = Vector3.Up;
            game.Camera.ViewDirection = new Vector3(0, 0, -1);
        }
开发者ID:karrtmomil,项目名称:coms437_assignment2,代码行数:27,代码来源:Demo.cs

示例5: RayCastTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public RayCastTestDemo(DemosGame game)
            : base(game)
        {
            Space.Add(new Box(new Vector3(0, -0.5f, 0), 50, 1, 50));

            //Put whatever you'd like to ray cast here.
            var capsule = new Capsule(new Vector3(0, 1.2f, 0), 1, 0.6f);
            capsule.AngularVelocity = new Vector3(1, 1, 1);
            Space.Add(capsule);

            var cylinder = new Cylinder(new Vector3(0, 5, 0), 2, .5f);
            cylinder.AngularVelocity = new Vector3(1, -1, 1);
            Space.Add(cylinder);

            var points = new List<Vector3>();

            var random = new Random(0);
            for (int k = 0; k < 40; k++)
            {
                points.Add(new Vector3(1 * (float)random.NextDouble(), 3 * (float)random.NextDouble(), 2 * (float)random.NextDouble()));
            }
            var convexHull = new ConvexHull(new Vector3(0, 10, 0), points);
            convexHull.AngularVelocity = new Vector3(-1, 1, 1);
            Space.Add(convexHull);


            game.Camera.Position = new Vector3(-10, 5, 10);
            game.Camera.Yaw((float)Math.PI / -4f);
            game.Camera.Pitch(-(float)Math.PI / 9f);

            //Starter ray.
            origin = new Vector3(10, 5, 0);
            direction = new Vector3(-3, -1, 0);

        }
开发者ID:Anomalous-Software,项目名称:BEPUPhysics,代码行数:39,代码来源:RayCastTestDemo.cs

示例6: WallDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public WallDemo(DemosGame game)
            : base(game)
        {
            int width = 10;
            int height = 10;
            float blockWidth = 2f;
            float blockHeight = 1f;
            float blockLength = 1f;

            for (int i = 0; i < width; i++)
            {
                for (int j = 0; j < height; j++)
                {
                    var toAdd =
                        new Box(
                            new Vector3(
                                i * blockWidth + .5f * blockWidth * (j % 2) - width * blockWidth * .5f,
                                blockHeight * .5f + j * (blockHeight),
                                0),
                            blockWidth, blockHeight, blockLength, 10);
                    Space.Add(toAdd);
                }
            }

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:32,代码来源:WallDemo.cs

示例7: MultithreadedScalingTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public MultithreadedScalingTestDemo(DemosGame game)
            : base(game)
        {
            simulationBuilders = new Func<Space, int>[]
                                     {
                                         BuildPileSimulation,
                                         BuildWallSimulation,
                                         BuildPlanetSimulation
                                     };

            #if WINDOWS
            int coreCountMax = Environment.ProcessorCount;

            testResults = new double[coreCountMax, simulationBuilders.Length];

            int reruns = 1;
            for (int i = 0; i < reruns; i++)
            {
                GC.Collect();
                var threadManager = new SpecializedThreadManager();

                //Try different thread counts.
                for (int j = 0; j < coreCountMax; j++)
                {
                    threadManager.AddThread();
                    for (int k = 0; k < simulationBuilders.Length; k++)
                        testResults[j, k] = RunTest(threadManager, simulationBuilders[k]);
                    GC.Collect();

                }
            }
            #else
            testResults = new double[4, simulationBuilders.Length];
            int reruns = 10;
            for (int i = 0; i < reruns; i++)
            {
                GC.Collect();
                var threadManager = new SpecializedThreadManager();

                threadManager.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 1 }); }, null);

                for (int k = 0; k < simulationBuilders.Length; k++)
                    testResults[0, k] += RunTest(threadManager, simulationBuilders[k]);
                GC.Collect();

                threadManager.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 3 }); }, null);
                for (int k = 0; k < simulationBuilders.Length; k++)
                    testResults[1, k] += RunTest(threadManager, simulationBuilders[k]);
                GC.Collect();
                threadManager.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 5 }); }, null);
                for (int k = 0; k < simulationBuilders.Length; k++)
                    testResults[2, k] += RunTest(threadManager, simulationBuilders[k]);
                GC.Collect();
                threadManager.AddThread(delegate { Thread.CurrentThread.SetProcessorAffinity(new[] { 4 }); }, null);
                for (int k = 0; k < simulationBuilders.Length; k++)
                    testResults[3, k] += RunTest(threadManager, simulationBuilders[k]);
                GC.Collect();
            }
            #endif
        }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:64,代码来源:MultithreadedScalingTestDemo.cs

示例8: ColosseumDemo

 /// <summary>
 /// Constructs a new demo.
 /// </summary>
 /// <param name="game">Game owning this demo.</param>
 public ColosseumDemo(DemosGame game)
     : base(game)
 {
     double angle;
     int numBoxesPerRing = 12;
     float blockWidth = 2;
     float blockHeight = 2;
     float blockLength = 6f;
     float radius = 15;
     Entity toAdd;
     Space.Add(new Box(new Vector3(0, -blockHeight / 2 - 1, 0), 100, 2f, 100));
     double increment = MathHelper.TwoPi / numBoxesPerRing;
     for (int i = 0; i < 8; i++)
     {
         for (int k = 0; k < numBoxesPerRing; k++)
         {
             if (i % 2 == 0)
             {
                 angle = k * increment;
                 toAdd = new Box(new Vector3(-(float) Math.Cos(angle) * radius, i * blockHeight, (float) Math.Sin(angle) * radius), blockWidth, blockHeight, blockLength, 20);
                 toAdd.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float) angle);
                 Space.Add(toAdd);
             }
             else
             {
                 angle = (k + .5f) * increment;
                 toAdd = new Box(new Vector3(-(float)Math.Cos(angle) * radius, i * blockHeight, (float)Math.Sin(angle) * radius), blockWidth, blockHeight, blockLength, 20);
                 toAdd.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Up, (float) angle);
                 Space.Add(toAdd);
             }
         }
     }
     game.Camera.Position = new Vector3(0, 2, 2);
 }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:38,代码来源:ColosseumDemo.cs

示例9: FishInABarrelDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public FishInABarrelDemo(DemosGame game)
            : base(game)
        {
            game.Camera.Position = new Vector3(0, 7, 30);

            var detector = new Box(new Vector3(0, 0, 0), 1.5f, 1.5f, 1.5f);
            detector.CollisionInformation.CollisionRules.Personal = CollisionRule.NoSolver;
            var acceptedTriggerEntity = new Box(new Vector3(5, 0, 0), 1.6f, .7f, .4f, 1);
            acceptedTrigger = acceptedTriggerEntity.CollisionInformation;

            detector.Tag = "noDisplayObject";
            acceptedTriggerEntity.Tag = "noDisplayObject";
            Space.Add(detector);
            Space.Add(acceptedTriggerEntity);

            var fish = game.Content.Load<Model>("fish");
            game.ModelDrawer.Add(new DisplayEntityModel(acceptedTriggerEntity, fish, game.ModelDrawer));

            var barrelAndPlatform = game.Content.Load<Model>("barrelAndPlatform");
            Vector3[] staticTriangleVertices;
            int[] staticTriangleIndices;
            ModelDataExtractor.GetVerticesAndIndicesFromModel(barrelAndPlatform, out staticTriangleVertices, out staticTriangleIndices);

            //Note that the final 'margin' parameter is optional, but can be used to specify a collision margin on triangles in the static triangle group.
            var fishDepositoryGroup = new StaticMesh(staticTriangleVertices, staticTriangleIndices);
            CollisionRules.AddRule(fishDepositoryGroup, detector, CollisionRule.NoBroadPhase);
            Space.Add(fishDepositoryGroup);
            game.ModelDrawer.Add(fishDepositoryGroup);

            movedBox = new Box(new Vector3(-4, 5, 0), 1, 1, 1, 1);
            detector.Space.Add(movedBox);
            detector.CollisionInformation.Events.InitialCollisionDetected += InitialCollisionDetected;
            detector.CollisionInformation.Events.CollisionEnded += CollisionEnded;
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:38,代码来源:FishInABarrelDemo.cs

示例10: GeneralConvexPairStressDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public GeneralConvexPairStressDemo(DemosGame game)
            : base(game)
        {
            Space.Remove(vehicle.Vehicle);
            //Enable simplex caching.
            ConfigurationHelper.ApplySuperSpeedySettings(Space);

            for (int i = 0; i < 2000; i++)
            {
                EntityShape shape;
                switch (i % 3)
                {
                    case 0:
                        shape = new CylinderShape(0.5f + (float)random.NextDouble() * 1.5f, 0.5f + (float)random.NextDouble() * 1.5f);
                        break;
                    case 1:
                        shape = new ConeShape(0.5f + (float)random.NextDouble() * 1.5f, 0.5f + (float)random.NextDouble() * 1.5f);
                        break;
                    default:
                        shape = new CapsuleShape(0.5f + (float)random.NextDouble() * 1.5f, 0.5f + (float)random.NextDouble() * 1.5f);
                        break;

                }

                var toAdd = new Entity(shape, 2);
                //toAdd.LocalInertiaTensorInverse = new BEPUutilities.Matrix3x3();
                RandomizeEntityState(toAdd);
                Space.Add(toAdd);

            }
            Space.ForceUpdater.Gravity = new Vector3();

            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:Anomalous-Software,项目名称:BEPUPhysics,代码行数:38,代码来源:GeneralConvexPairStressDemo.cs

示例11: BroadPhaseDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public BroadPhaseDemo(DemosGame game)
            : base(game)
        {
            //Make a fatter kapow sphere.
            Space.Remove(kapow);
            kapow = new Sphere(new Vector3(11000, 0, 0), 1.5f, 1000);
            Space.Add(kapow);
            Space.Solver.IterationLimit = 1; //Essentially no sustained contacts, so don't need to worry about accuracy.
            Space.ForceUpdater.Gravity = Vector3.Zero;

            int numColumns = 15;
            int numRows = 15;
            int numHigh = 15;
            float separation = 3;

            Entity toAdd;

            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        toAdd = new Box(new Vector3(separation * i, k * separation, separation * j), 1, 1, 1, 1);
                        toAdd.Material.Bounciness = 1; //Superbouncy boxes help propagate shock waves.
                        toAdd.LinearDamping = 0f;
                        toAdd.AngularDamping = 0f;
                        Space.Add(toAdd);
                    }

            game.Camera.Position = new Vector3(0, 3, -10);
            game.Camera.ViewDirection = new Vector3(0, 0, 1);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:35,代码来源:BroadPhaseDemo.cs

示例12: BoxBoxTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public BoxBoxTestDemo(DemosGame game)
            : base(game)
        {
            //float blockWidth = 2;
            //float blockHeight = 2;
            //float blockLength = 6f;
            //Entity toAdd;

            //toAdd = new Box(new Vector3(0, 2,0), blockWidth, blockHeight, blockLength, 20);
            //toAdd.ActivityInformation.IsAlwaysActive = true;
            //toAdd.AllowStabilization = false;
            //Space.Add(toAdd);

            int numColumns = 3;
            int numRows = 3;
            int numHigh = 30;
            float xSpacing = 1.01f;
            float ySpacing = 1.01f;
            float zSpacing = 1.01f;
            for (int i = 0; i < numRows; i++)
                for (int j = 0; j < numColumns; j++)
                    for (int k = 0; k < numHigh; k++)
                    {
                        Space.Add(new Box(new Vector3(
                                                 xSpacing * i - (numRows - 1) * xSpacing / 2f,
                                                 1f + k * (ySpacing),
                                                 zSpacing * j - (numColumns - 1) * zSpacing / 2f),
                                             .5f, .5f, .5f, 5));
                    }

            Space.Add(new Box(new Vector3(0, 0, 0), 20, 1f, 20));
            game.Camera.Position = new Vector3(0, 3, 10);
        }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:37,代码来源:BoxBoxTestDemo.cs

示例13: IncomingDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public IncomingDemo(DemosGame game)
            : base(game)
        {
            Entity toAdd;
            //Build the stack...
            for (int k = 1; k <= 12; k++)
            {
                if (k % 2 == 1)
                {
                    toAdd = new Box(new Vector3(-3, k, 0), 1, 1, 7, 10);
                    Space.Add(toAdd);
                    toAdd = new Box(new Vector3(3, k, 0), 1, 1, 7, 10);
                    Space.Add(toAdd);
                }
                else
                {
                    toAdd = new Box(new Vector3(0, k, -3), 7, 1, 1, 10);
                    Space.Add(toAdd);
                    toAdd = new Box(new Vector3(0, k, 3), 7, 1, 1, 10);
                    Space.Add(toAdd);
                }
            }
            //And then smash it!
            toAdd = new Sphere(new Vector3(0, 150, 0), 3, 100);

            Space.Add(toAdd);
            Space.Add(new Box(new Vector3(0, 0, 0), 10, 1f, 10));
            game.Camera.Position = new Vector3(0, 6, 30);
        }
开发者ID:gpforde,项目名称:GPBrakes,代码行数:33,代码来源:IncomingDemo.cs

示例14: ConvexHullTestDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public ConvexHullTestDemo(DemosGame game)
            : base(game)
        {
            var random = new Random(5);

            for (int i = 0; i < 500000; ++i)
            {
                List<Vector3> points = new List<Vector3>();
                for (int k = 0; k < random.Next(8, 60); k++)
                {
                    points.Add(new Vector3(-100 + 30 * (float)random.NextDouble(), 100 + 500 * (float)random.NextDouble(), 100 + 30 * (float)random.NextDouble()));
                }
                var convexHull = new ConvexHull(new Vector3(0, 7, 0), points, 10);
                Console.WriteLine(convexHull.CollisionInformation.Shape.Vertices.Count);
            }

            var vertices = new[]
            {
                new Vector3(0, -1.750886E-9f, -1.5f),
                new Vector3(1, 1, 0.5f),
                new Vector3(1, -1, 0.5f),
                new Vector3(-1, 1, 0.5f),
                new Vector3(-1, -1, 0.5f),
            };

            var hullVertices = new RawList<Vector3>();
            ConvexHullHelper.GetConvexHull(vertices, hullVertices);

            ConvexHull hull = new ConvexHull(vertices, 5);
            Space.Add(hull);

            Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:EugenyN,项目名称:BEPUphysicsMG,代码行数:39,代码来源:ConvexHullTestDemo.cs

示例15: AddRemoveStressDemo

        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public AddRemoveStressDemo(DemosGame game)
            : base(game)
        {
            NarrowPhaseHelper.Factories.BoxBox.EnsureCount(5000);
            NarrowPhaseHelper.Factories.CompoundCompound.EnsureCount(5000);
            Space.Remove(vehicle.Vehicle);

            for (int i = 0; i < 1000; i++)
            {

                var position = new Vector3(
                    (float)(random.NextDouble() - 0.5) * width,
                    (float)(random.NextDouble() - 0.5) * height,
                    (float)(random.NextDouble() - 0.5) * length);
                var toAdd =
                    new CompoundBody(new List<CompoundShapeEntry>
                    {
                        new CompoundShapeEntry(new BoxShape(1,1,1), position, 1)
                    }, 10);
                //var toAdd = new Box(position, 1, 1, 1, 1);
                toAdd.IsAffectedByGravity = false;
                toAdd.LinearVelocity = 3 * Vector3.Normalize(toAdd.Position);
                Space.Add(toAdd);
                addedEntities.Add(toAdd);

            }

            //Box ground = new Box(new Vector3(0, -.5f, 0), 50, 1, 50);
            //Space.Add(ground);
            game.Camera.Position = new Vector3(0, 6, 15);
        }
开发者ID:Raverenx,项目名称:GameEngine,代码行数:35,代码来源:AddRemoveStressDemo.cs


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