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Fast Entity Component System

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Requires Processing 1.2.1 due to use of Generics. This is a "milestone" tech foundation for a personal game project called Rogue Dreamer. It implements a paradigm for entities and components that is data driven, instead of hierarchical: entities are handles for components, but don't "know" which components they have. This makes entities totally flexible, without having to weigh down a "super" class. URLs for further reading are commented in the code, or you can search for "Entity Component" in your favorite search engine.
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