diff --git a/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs b/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs
index d2ad40e..71d2003 100644
--- a/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs
+++ b/Engine.Physics2D/Abstract/IPhysicsEngine2D.cs
@@ -8,7 +8,7 @@ public interface IPhysicsEngine2D
///
/// The number of iterations the performs per step.
///
- int IterationCount { get; set; }
+ int IterationPerStep { get; set; }
///
/// Advances the physics simulation by the specified time.
diff --git a/Engine.Physics2D/PhysicsEngine2D.cs b/Engine.Physics2D/PhysicsEngine2D.cs
index 0b63c59..9b5332f 100644
--- a/Engine.Physics2D/PhysicsEngine2D.cs
+++ b/Engine.Physics2D/PhysicsEngine2D.cs
@@ -16,7 +16,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
private readonly ICollisionDetector2D collisionDetector = null!;
private readonly ICollisionResolver2D collisionResolver = null!;
- public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
+ public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
public void AddRigidBody(IRigidBody2D rigidBody)
{
@@ -39,9 +39,9 @@ public class PhysicsEngine2D : IPhysicsEngine2D
public void Step(float deltaTime)
{
- float intervalDeltaTime = deltaTime / IterationCount;
+ float intervalDeltaTime = deltaTime / IterationPerStep;
- for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
+ for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
// Can Parallel
for (int i = 0; i < rigidBodies.Count; i++)
diff --git a/Engine.Physics2D/PhysicsEngine2DCacher.cs b/Engine.Physics2D/PhysicsEngine2DCacher.cs
index d691355..06d306f 100644
--- a/Engine.Physics2D/PhysicsEngine2DCacher.cs
+++ b/Engine.Physics2D/PhysicsEngine2DCacher.cs
@@ -12,7 +12,7 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
public Action? OnGameManagerAssigned { get; set; } = null;
- private int _iterationCount = 1;
+ private int _iterationPerStep = 1;
protected readonly ICollisionDetector2D collisionDetector = null!;
protected readonly ICollisionResolver2D collisionResolver = null!;
@@ -21,14 +21,14 @@ public class PhysicsEngine2DCacher : IPhysicsEngine2D, IAssignableGameManager
protected BehaviourCacher colliderCacher = new();
- public int IterationCount { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
+ public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
public IGameManager GameManager { get; private set; } = null!;
public void Step(float deltaTime)
{
- float intervalDeltaTime = deltaTime / IterationCount;
+ float intervalDeltaTime = deltaTime / IterationPerStep;
- for (int iterationIndex = 0; iterationIndex < IterationCount; iterationIndex++)
+ for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
{
// Can Parallel
foreach (var rigidBody in rigidBodyCacher)