cmake_minimum_required(VERSION 2.8)
-set(ENTITYX_MAJOR_VERSION 0)
-set(ENTITYX_MINOR_VERSION 8)
-set(ENTITYX_PATCH_VERSION 1)
+set(ENTITYX_MAJOR_VERSION 1)
+set(ENTITYX_MINOR_VERSION 0)
+set(ENTITYX_PATCH_VERSION 0alpha1)
set(ENTITYX_VERSION ${ENTITYX_MAJOR_VERSION}.${ENTITYX_MINOR_VERSION}.${ENTITYX_PATCH_VERSION})
-# EntityX - A fast, type-safe C++ Entity Component System
+# EntityX - A fast, type-safe C++ Entity Component System [](https://travis-ci.org/alecthomas/entityx)
-[](https://travis-ci.org/alecthomas/entityx)
+***NOTE: The current version 1.0.0alpha1 breaks backwards compataibility. See the [change log](CHANGES.md) for details.***
Entity Component Systems (ECS) are a form of decomposition that completely decouples entity logic and data from the entity "objects" themselves. The [Evolve your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/) article provides a solid overview of EC systems and why you should use them.
You can also contact me directly via [email](mailto:alec@swapoff.org) or [Twitter](https://twitter.com/alecthomas).
-
## Recent Notable Changes
- 2014-03-02 - (1.0.0alpha1) Switch to using cache friendly component storage (big breaking change). Also eradicated use of `std::shared_ptr` for components.