miniplex
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A 👩💻 developer-friendly entity management system for 🕹 games and similarly demanding applications, based on 🛠 ECS architecture.
Miniplex currently (0.10.0) does a lot of sanity checks (like checking if an entity is actually managed by the world before mutating it). This is very useful while in development,...
When you queue 1000 entities to be added to an archetype and then flush the queue, this will invoke the update signal a 1000 times. Let's change that :)
**Summary:** So far we've been modeling tags as normal components that always have a value of `true`, with miniplex providing both a `Tag` type and constant, both equal to `true`....
We've been having this focus on using objects and object identities everywhere, but let's try what it feels like when `createEntity` returns the entity's numerical ID, and `addComponent`, `removeComponent` and...
**Summary:** Allowing archetype queries for `foo*`. **Pros:** - This would allow for usage patterns where component names have a semantic hierarchy. For example, different enemy types in a game could...
ie. the following: 
 In this scenario, the optional `particle` will never be undefined, because `createEntity` mixes it into the entity object, so the type should be marked accordingly.
Bumps @hmans/event from 0.2.0 to 0.3.0. [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a...