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Mastering SFML Game Development by Raimondas Pupius

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Entity component system core

Let's get to the essence of how our game entities are going to be represented. In order to achieve highest maintainability and code compartmentalization, it's best to use composition. The entity component system allows just that. For the sake of keeping this short and sweet, we're not going to be delving too deep into the implementation. This is simply a quick overview for the sake of being familiar with the code that will be used down the line.

The ECS pattern consists of three cornerstones that make it possible: entities, components, and systems. An entity, ideally, is simply an identifier, as basic as an integer. Components are containers of data that have next to no logic inside them. There would be multiple types ...

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