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Sample of Pure-Data-Hybrid Ecs Approach

Instead of using GameObjectEntity, which allow you to add Components to Entities, this project operates on IComponentData structs which in turn uses GameObject-Wrapper-Systems that maintain GameObjects internally for rendering, physics and collision detection.

benefits of this aproach

  • It respects data oriented design - data is strictly sepatated from behavior
  • It makes serialisation/deserealisation of an entity a simple thing
  • You can use Jobs

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