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A fast, type-safe C++11 Entity-Component System for game development and simulation.
A high-performance, columnar, in-memory storage engine with bitmap indexing and zero-allocation queries, written in Go.
A fast, portable Entity Component System for Luau optimized for high-performance game development.
A C++17 header-only drop-in replacement for std::optional that eliminates memory waste for certain types using unused bit patterns or sentinel values.
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