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README.md
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# Introduction
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`EnTT` is a header-only, tiny and easy to use entity-component system in modern C++.<br/>
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`EnTT` is a header-only, tiny and easy to use Entity-Component System in modern C++.<br/>
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ECS is an architectural pattern used mostly in game development. For further details:
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* [Entity Systems Wiki](http://entity-systems.wikidot.com/)
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## Motivation
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I started using another well known Entity Component System named [entityx](https://github.com/alecthomas/entityx).<br/>
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I started using another well known Entity-Component System named [`EntityX`](https://github.com/alecthomas/entityx).<br/>
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While I was playing with it, I found that I didn't like that much the way it manages its memory.
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Moreover, I was pretty sure that one could achieve better performance with a slightly modified pool under the hood.<br/>
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That's also the reason for which the interface is quite similar to the one of _entityx_, so that `EnTT` can be used as a
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That's also the reason for which the interface is quite similar to the one of `EntityX`, so that `EnTT` can be used as a
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drop-in replacement for it with a minimal effort.
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### Performance
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Of course, I'll try to get out of it more features and better performance anyway in the future, mainly for fun.
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If you want to contribute and have any suggestion, feel free to make a PR or open an issue to discuss them.
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### Benchmarks / Comparisons
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`EnTT` includes its own benchmarks, mostly similar to the ones of `EntityX` so as to compare them.<br/>
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On Github you can find also a [benchmark suite](https://github.com/abeimler/ecs_benchmark) testing `EntityX` (both the official version and the compile-time one), `Anax` and `Artemis C++` with up to 10M entities.
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# Build Instructions
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## Requirements
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