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Plain int arrays for everything

Entity objects look less and less useful each time I look at them.

Its one layer of pointer indirection, plus around 20 bytes of overhead per instance, using int arrays erases the whole idea of pooling entity objects (but it introduces the idea of pooling component bit sets).

Removing distinction between "managers" and "entity observers".

Silly distinction. They both go through exactly the same things inside World instance. Since EntityObserver doesn't has a World instance, EntitySystem defines it, also Manager defines it.

Other methods like 'initialize' and such could easily be implemented for all EntityObserver, Managers and EntitySystems alike, regardless of their nature.

The only real difference is that EntitySystems inspect which entities they're interested in through Aspects, but they do that on their own, public API is just EntityObserver methods.

They'll get equalized.

Entity pooling.

Now with the configuration file, it's possible to add parametrized entity pooling. Working on that.

Config file.

Well, this should be a good way to try out GitHub's issue system.

Plenty of parameters around should be configurable.

  • Bag's default capacity.
  • Bag's grow rate theresold.
  • Entities alive in the world (as an approximation rather than fixed maximum).
  • Component types present in the world (aprox).
  • Entities alive per system (aprox).
  • Mappers per system (aprox). This one is more of a "just because I can", can shave off a millisecond or two in mapper initialization. Prolly overkill.

Need to review if there is anything else.

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