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A real-time physics engine organized as an Entity-Component System (ECS) using EnTT, designed for multi-threaded and networked simulation.
A header-only, non-intrusive, macro-free runtime reflection system for C++17 and later.
A C++20 game engine built on EnTT's Entity-Component-System architecture, focusing on ease-of-use, runtime extensibility, and compile-time type safety.
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