ecs: cleanup documentation
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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//!
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//! ## Design principles:
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//!
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//! * Clean-room implementation (author has not read any other ECS implementation code.)
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//! * Clean-room implementation (author has not read any other ECS implementation code, just working
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//! from first-principles)
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//! * Solve the problems ECS solves, in a way that is natural to Zig and leverages Zig comptime.
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//! * Avoid patent infringement upon Unity ECS patent claims.
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//! * Fast. Optimal for CPU caches, multi-threaded, leverage comptime as much as is reasonable.
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//! * Simple. Small API footprint, should be natural and fun - not like you're writing boilerplate.
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//! * Enable other libraries to provide tracing, editors, visualizers, profilers, etc.
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//!
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//! ## Copyright & patent mitigation
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//!
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//! The initial implementation was a clean-room implementation by Stephen Gutekanst without having
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//! read other ECS implementations' code, but with speaking to people familiar with other ECS
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//! implementations. Contributions past the initial implementation may be made by individuals in
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//! non-clean-room settings.
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//!
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//! Critically, this entity component system stores components for a classified archetype using
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//! independent arrays allocated per component as well as hashmaps for sparse component data as an
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//! optimization. This is a novel and fundamentally different process than what is described in
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//! Unity Software Inc's patent US 10,599,560. This is not legal advice.
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//!
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const std = @import("std");
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const testing = std.testing;
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