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Fast Entity Component System

Requires Processing 1.2.1 due to use of Generics. This is a "milestone" tech foundation for a personal game project called Rogue Dreamer. It implements a paradigm for entities and components that is data driven, instead of hierarchical: entities are handles for components, but don't "know" which components they have. This makes entities totally flexible, without having to weigh down a "super" class. URLs for further reading are commented in the code, or you can search for "Entity Component" in your favorite search engine.

Fast Entity Component System

Requires Processing 1.2.1 due to use of Generics. This is a "milestone" tech foundation for a personal game project called Rogue Dreamer. It implements a paradigm for entities and components that is data driven, instead of hierarchical: entities are handles for components, but don't "know" which components they have. This makes entities totally flexible, without having to weigh down a "super" class. URLs for further reading are commented in the code, or you can search for "Entity Component" in your favorite search engine.
e.g. "mouse, keyboard"
e.g. "visualization, fractal, mouse"
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