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# EntityX - A fast, type-safe C++ Entity Component System | ||
# EntityX - A fast, type-safe C++ Entity Component System [![Build Status](https://travis-ci.org/alecthomas/entityx.png)](https://travis-ci.org/alecthomas/entityx) | ||
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[![Build Status](https://travis-ci.org/alecthomas/entityx.png)](https://travis-ci.org/alecthomas/entityx) | ||
***NOTE: The current version 1.0.0alpha1 breaks backwards compataibility. See the [change log](CHANGES.md) for details.*** | ||
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Entity Component Systems (ECS) are a form of decomposition that completely decouples entity logic and data from the entity "objects" themselves. The [Evolve your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/) article provides a solid overview of EC systems and why you should use them. | ||
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You can also contact me directly via [email](mailto:[email protected]) or [Twitter](https://twitter.com/alecthomas). | ||
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## Recent Notable Changes | ||
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- 2014-03-02 - (1.0.0alpha1) Switch to using cache friendly component storage (big breaking change). Also eradicated use of `std::shared_ptr` for components. | ||
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