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@@ -94,16 +94,12 @@ Here is a brief, yet incomplete list of what it offers today:
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* And **much more**! Check out the
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[**wiki**](https://github.com/skypjack/entt/wiki).
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-**Breaking news**:
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-
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-* The ECS allows attaching multiple components of the same type to an entity.
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-* All tools work perfectly across boundaries (DLL-friendly)!!
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- :slightly_smiling_face:
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-
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Consider these lists a work in progress as well as the project. The whole API is
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-fully documented in-code for those who are brave enough to read it.
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+fully documented in-code for those who are brave enough to read it.<br/>
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+Please, do note that all tools are also DLL-friendly now and run smoothly across
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+boundaries.
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-It is also known that `EnTT` is used in **Minecraft**.<br/>
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+One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
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Given that the game is available literally everywhere, I can confidently say
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that the library has been sufficiently tested on every platform that can come to
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mind.
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@@ -160,7 +156,7 @@ int main() {
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## Motivation
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I started developing `EnTT` for the _wrong_ reason: my goal was to design an
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-entity-component system to beat another well known open source solution both in
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+entity-component system to beat another well known open source library both in
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terms of performance and possibly memory usage.<br/>
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In the end, I did it, but it wasn't very satisfying. Actually it wasn't
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satisfying at all. The fastest and nothing more, fairly little indeed. When I
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