diff --git a/src/content/posts/the-entity-component-system.md b/src/content/posts/the-entity-component-system.md index 964f2d5..0501ac0 100644 --- a/src/content/posts/the-entity-component-system.md +++ b/src/content/posts/the-entity-component-system.md @@ -19,6 +19,9 @@ Whether you're just curious about how game engines work under the hood, or you'r building one yourself. I hope this series gives you useful insights, ideas and maybe even some inspiration for your future projects, or even your own game engine. +Since I want to teach you the principles of an ECS, I purposely stripped the code down +and removed things like multithreading and more. These topics will be discussed in the future. + # Core Concepts Explained ECS stands for Entity Component System. It is a data-oriented design pattern that separates data (_components_) from behavior (_systems_), using