ECS
planet/ecs/component_proxy.hpp
-- A smart pointer which holds a reference to the component storage and anentity_id
and is able to provide the component on demand.planet/ecs/entities.hpp
-- Manages the entities within the system and holds references to all component storages. A game will create a single instance of this type which will hold references to all entity storages.planet/ecs/entity.hpp
-- An entity.planet/ecs/entity_id.hpp
-- A strong reference counted identifier for an entity.planet/ecs/entity_lookup
-- An abstract type used by component storage to find the entities. This is an internal implementation detail.planet/ecs/exceptions.hpp
-- Exception types than can be thrown by the ECS.planet/ecs/forward.hpp
-- Forward references to ECS types.planet/ecs/storage.hpp
-- Component storage. Games should group components into individual storages.planet/ecs/storage_base
-- Base class for component storages. An internal implementation detail.planet/ecs/type_index.hpp
-- Various internal type look-up functions needed to manage components.planet/ecs/weak_entity_id.hpp
-- A weak reference counted identifier for an entity. It does not keep the entity alive.