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1.0.0alpha1 release.
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alecthomas committed May 5, 2014
1 parent 792609b commit 60497ad
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6 changes: 3 additions & 3 deletions CMakeLists.txt
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cmake_minimum_required(VERSION 2.8)

set(ENTITYX_MAJOR_VERSION 0)
set(ENTITYX_MINOR_VERSION 8)
set(ENTITYX_PATCH_VERSION 1)
set(ENTITYX_MAJOR_VERSION 1)
set(ENTITYX_MINOR_VERSION 0)
set(ENTITYX_PATCH_VERSION 0alpha1)
set(ENTITYX_VERSION ${ENTITYX_MAJOR_VERSION}.${ENTITYX_MINOR_VERSION}.${ENTITYX_PATCH_VERSION})


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5 changes: 2 additions & 3 deletions README.md
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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)

[![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.***

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.

Expand All @@ -24,7 +24,6 @@ EntityX now has a mailing list! Send a mail to [[email protected]](mailto:en

You can also contact me directly via [email](mailto:[email protected]) or [Twitter](https://twitter.com/alecthomas).


## Recent Notable Changes

- 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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