private void UpdatePhysics( float deltaTime ) { const float timeStep = 0.0016666f; /* accumulator += deltaTime; while( accumulator > timeStep ) { testEnt.Update( timeStep ); accumulator -= timeStep; }*/ // Apply some gravity. /* for( int i = 0; i < testEnt.PointMassSystem.Points.Count; i++ ) { testEnt.PointMassSystem.Points[ i ].AddForce( new Vector2( 0.0f, 0.98f ) ); } */ testEnt.Update( timeStep ); }