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Update README.md
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@ -5,6 +5,10 @@ for simulating large and complex systems. For more explanation on Entity
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Component Systems, here is some
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[basic info](http://en.wikipedia.org/wiki/Entity_component_system "Wikipedia").
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Tiny-ecs also works well with Objected Oriented programming in lua because
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Systems and Entities do not use metatables. This means you can subclass your
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Systems and Entities, and use existing lua class frameworks with tiny-ecs, no problem.
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## Use It ##
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Copy paste tiny.lua into your source folder.
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@ -15,7 +19,7 @@ take an Entity as a parameter.
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### Entities ###
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Entities are simply lua tables of data that gets processed by Systems. Entities
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should contain primarily data rather that code, as it is the Systems's job to
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should contain primarily data rather than code, as it is the Systems's job to
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do logic on data. Henceforth, a key-value pair in an Entity will
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be referred to as a Component.
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@ -27,7 +31,8 @@ and Entities. In typical use, only one World is used at a time.
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Systems in tiny-ecs describe how to update Entities. Systems select certain Entities
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using a Filter, and then only update those select Entities. Some Systems don't
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update Entities, and instead just act as function callbacks every update. Tiny-ecs
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provides functions for creating Systems easily.
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provides functions for creating Systems easily, as well as creating Systems that
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can be used in an Object Orientented fashion.
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### Filters ###
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Filters are used to select Entities. Filters can be any lua function, but
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