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This repository has been archived by the owner on Jul 2, 2019. It is now read-only.
Component/Entity Systems are an architectural pattern used mostly in game development. A CES follows the Composition over Inheritance principle to allow for greater flexibility when defining entities (anything that's part of a game's scene: enemies, doors, bullets) by building out of individual parts that can be mixed-and-matched. This eliminates the ambiguity problems of long inheritance chains and promotes clean design. However, CES systems do incur a small cost to performance.