Skip to content

Commit 23dd6b9

Browse files
authored
Update README.md
1 parent 694e718 commit 23dd6b9

File tree

1 file changed

+0
-1
lines changed

1 file changed

+0
-1
lines changed

README.md

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,6 @@ For cross compiling you will need using MSYS2 or Arch Linux using `x86_64-w64-mi
2424
## How works our ECS?
2525
Firstly uses Worlds, which contain their self ComponentManager. The ComponentManager has a group of `std::unique_ptr<ComponentSystem<T>>` for each Component we have. When we load a Component will instance its `ComponentSystem<T>`. `ComponentSystem<T>` is based of `BasicComponentSystem<T>` which has its own `std::vector<T>` of Components grouping all the same Components of its own type avoiding branching. The `BasicComponentSystem<T>` is compiled for each Component so when we add a new component to our entity, we don't even need to #include the component, will be only needed to include it when we want to work with that specific component such as call its functions.
2626
We can also use template specification to override the `ComponentSystem<T>` in our own component, to load specific resources when you load your Component.
27-
https://github.com/sgf4/lostcpp
2827

2928
## Support
3029

0 commit comments

Comments
 (0)