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Created by admin on Wed, 03/10/2012 - 12:48
Book Name: 
Jitter Managed Physics Engine Tutorial
Description: 
The world instance is created by passing a CollisionSystem class to the constructor. In this case we used CollisionSystemSap. SAP stands for 'Sweep and Prune' which is how the broadphase collision works. There is also a CollisionSystem called CollisionSystemBrute which just uses brute force for the broadphase system - which is pretty fast in smaller scenes. From now on the World instance uses the chosen CollisionSystem to detect collisions.
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