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README.md

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For cross compiling you will need using MSYS2 or Arch Linux using `x86_64-w64-mingw32-cmake` instead cmake
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## How works our ECS?
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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.
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We can also use template specification to override the ComponentSystem<T> in our own component, to load specific resources when you load your Component.
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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.
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We can also use template specification to override the `ComponentSystem<T>` in our own component, to load specific resources when you load your Component.
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https://github.com/sgf4/lostcpp
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## Support

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