Observable ECS for Godot / Unity ?
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hypercross 32f4aa3e35 refactor: optimize query execution and improve change tracking
- Optimize `QueryExecutor` to use the smallest sparse set as a driver
  for multi-component queries, reducing iteration overhead.
- Implement automatic cleanup of unused `Subject` instances in
  `ChangeBuffer` using a subscriber count.
- Improve `ChangeSet` deduplication to correctly handle rapid
  add/remove transitions for the same component.
- Add validation to ensure `IRelationship` components are added to
  their declared `Source` entity.
- Update documentation to reflect correct `Entity` bit layout.
2026-07-18 21:42:08 +08:00
docs refactor: optimize query execution and improve change tracking 2026-07-18 21:42:08 +08:00
examples/TicTacToe refactor: use ReadSingleton for GameState in RenderSystem 2026-07-18 21:24:11 +08:00
src/OECS refactor: optimize query execution and improve change tracking 2026-07-18 21:42:08 +08:00
tests/OECS.Tests perf: optimize iteration and command enqueuing 2026-07-18 21:32:29 +08:00
.gitignore feat: initialize OECS project structure 2026-07-18 19:03:37 +08:00
OECS.sln feat: initialize OECS project structure 2026-07-18 19:03:37 +08:00
design.md docs: add ADR-012 and MessagePack serialization guidelines 2026-07-18 19:07:22 +08:00