/** * Handle all world logic. This involves updating entity positions, calculating collisions, etc. * * @param dt change in time since last frame (in seconds) */ private void loop(float dt) { // We should call the world.step(float dt, int velocityIterations, int positionIterations) // recommended velocityIterations is 8 and positionIterations is 3 // OR we could also call it in the render method down below. keyboard.handleKeyboard(); sceneManager.update(dt); }