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1. You write components and processors and register them in the system.
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In a ECS, components and processors are your bread and butter. You write those to have effects on your entities. It's starts to become real fun when you realize that you can mix and match components and processors to your liking. This flexiblity is the real strength of an ECS. That's why it's such a often used pattern in game development. Enjoy :)
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