A cross-platform, high-performance, Entity Component system in C++ with Lua scripting.
Aiming to be cross-platform over Win/OsX/Unix/iOS/Android. Currently compiles on: Win 7
(Abandoned) Cross-platform Entity-Component-System game engine
Each Lua component should create a static entity in the Lua state. Currently the Entity object is recreated for each call and gc'd after function exits.
Instead of the EntityManager storing entities by the components they possess, it should track a set of predefined component combinations.
Each System should register which combinations to track.
This will reduce getByComponents from O(n) to roughly O(1).
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