diff --git a/docs/md/entity.md b/docs/md/entity.md index 4f84e3b63..70eb6c1da 100644 --- a/docs/md/entity.md +++ b/docs/md/entity.md @@ -74,7 +74,7 @@ used mostly in game development. ## Type-less and bitset-free -The library implements a sparse set-based model that does not require users to +The library implements a sparse set based model that does not require users to specify the set of components neither at compile-time nor at runtime.
This is why users can instantiate the core class simply like: diff --git a/docs/md/reference.md b/docs/md/reference.md index 305b74342..616a1b00b 100644 --- a/docs/md/reference.md +++ b/docs/md/reference.md @@ -53,7 +53,7 @@ details. with focus on performance and minimal GC allocations. * [LeoECS](https://github.com/Leopotam/ecs): simple lightweight C# Entity Component System framework. - * [Massive ECS](https://github.com/nilpunch/massive): sparse set-based ECS + * [Massive ECS](https://github.com/nilpunch/massive): sparse set based ECS featuring rollbacks. * [Svelto.ECS](https://github.com/sebas77/Svelto.ECS): a very interesting platform-agnostic- and table-based ECS framework. @@ -79,7 +79,7 @@ details. * Rust: * [Shipyard](https://github.com/leudz/shipyard): it borrows some ideas from `EnTT` and offers a sparse sets based ECS with grouping functionalities. - * [Sparsey](https://github.com/LechintanTudor/sparsey): sparse set-based ECS + * [Sparsey](https://github.com/LechintanTudor/sparsey): sparse set based ECS written in Rust. * [Specs](https://github.com/amethyst/specs): a parallel ECS based mainly on hierarchical bitsets that allows different types of storage as needed.