* custom allocators and EnTT allocator-aware in general (long term feature, I don't actually need it at the moment) - see #22 * scene management (I prefer the concept of spaces, that is a kind of scene anyway) * debugging tools (#60): the issue online already contains interesting tips on this, look at it * define basic reactive systems (track entities to which component is attached, track entities from which component is removed, and so on) * define systems as composable mixins (initializazion, reactive, update, whatever) with flexible auto-detected arguments (registry, views, etc) * registry::create with a "hint" on the entity identifier to use, it should ease combining multiple registries * deep copy of a registry (or use the snapshot stuff to copy components and keep intact ids at least) * is it possible to iterate all the components assigned to an entity through a common base class? * optimize for empty components, it would be a mid improvement in terms of memory usage * can we do more for shared libraries? who knows... see #144 * work stealing job system (see #100) * make view copyable/moveable * reflection system (maybe) * C++17. That's all. * AOB * lower case names (?) * tag_t and the others, create constexpr var