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Operator Stack
In any typical Digital Content Creation (DCC) suite, polygonal meshes may be influenced by a stack of operations. The type of operation and order in which they appear is at the mercy of the artist and is their means of influencing the final result.
Enities may be influenced by assigning components, but how can you manage the order in which each component influences the entity? For example, say you have a Transform component that moves an entity 5 units along X. Then another Transform component for rotating it 45 degrees clockwise. If changing position happens first, the entity would end up in a different location.
There are a few problems with this. Firstly, an entity can only have a single component assigned at any given time, so having two Transform components is already out of the question. At least that solves the ordering issue. :)
TODO
EnTT - Fast and Reliable ECS (Entity Component System)
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