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A lightweight component-entity-system engine

Project description

Pronounced as the ancient French city “Lutèce”, Lutes is a micro component entity system engine.

Component Entity System

Component entity system architecture is often used in game development.

It allows great flexibility by using composition over inheritence. It is based on three core elements:

Entity

An entity is a mere ID that represent an object in our world

Component

A component is a structure holding the object data for an aspect of the world. Several components can be associated to an entity.

System

A system contain the logic for an aspect of the world

Lutes adds a fourth element: the manager. The manager is the glue that ties components, entities and systems together.

You can learn more on component entity system architecture on this wiki.

What lutes gives you

In its current state, lutes gives you a simplistic structure with basic elements you can inherit from.

Lutes is an experiment but should be functionnal: please see how green are the badges below.

https://travis-ci.org/greizgh/lutes.svg?branch=master https://coveralls.io/repos/greizgh/lutes/badge.svg?branch=master https://readthedocs.org/projects/lutes/badge/?version=latest

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