From d303aac3c418ca3f8ab291143c6d70a70950e81a Mon Sep 17 00:00:00 2001 From: heaven Date: Sun, 20 Jul 2025 14:12:12 +0200 Subject: [PATCH] ffdgfg --- src/content/posts/the-entity-component-system.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/content/posts/the-entity-component-system.md b/src/content/posts/the-entity-component-system.md index 0501ac0..450a713 100644 --- a/src/content/posts/the-entity-component-system.md +++ b/src/content/posts/the-entity-component-system.md @@ -19,8 +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. +Since I want to teach you the principles of an ECS and make it +beginner-friendly, I purposely stripped the code down and removed things like multithreading and more. +These more advanced topics will be discussed in the future. # Core Concepts Explained ECS stands for Entity Component System. It is a data-oriented