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authorAlec Thomas <alec@swapoff.org>2014-09-16 12:06:12 +1000
committerAlec Thomas <alec@swapoff.org>2014-09-16 12:06:12 +1000
commite48c78acdbec622074ea5ee5d2cf1a0798fdce60 (patch)
tree86810946385323d4ad1af484fc7f06b5ad68ca85
parenta0e981299e9005d9e05b37f3c441ac07dddc6ac1 (diff)
Document some projects using EntityX.
-rw-r--r--README.md11
-rw-r--r--entityx/Entity.h2
2 files changed, 12 insertions, 1 deletions
diff --git a/README.md b/README.md
index 432a060..9d767ca 100644
--- a/README.md
+++ b/README.md
@@ -35,6 +35,17 @@ You can also contact me directly via [email](mailto:alec@swapoff.org) or [Twitte
See the [ChangeLog](https://github.com/alecthomas/entityx/blob/master/CHANGES.md) for details.
+## EntityX extensions and example applications
+
+- [Will Usher](https://github.com/Twinklebear) has also written an [Asteroids clone](https://github.com/Twinklebear/asteroids).
+- [Roc Solid Productions](https://github.com/RocSolidProductions) have written a [space shooter](https://github.com/RocSolidProductions/Space-Shooter)!
+
+**DEPRECATED - 0.1.x ONLY**
+
+- [Wu Zhenwei](https://github.com/acaly) has written [Lua bindings](https://github.com/acaly/entityx_lua) for EntityX, allowing entity logic to be extended through Lua scripts.
+- [Python bindings](https://github.com/alecthomas/entityx_python) allowing entity logic to be extended through Python scripts.
+- [Rodrigo Setti](https://github.com/rodrigosetti) has written an OpenGL [Asteroids clone](https://github.com/rodrigosetti/azteroids) which uses EntityX.
+
## Overview
In EntityX data associated with an entity is called a `entityx::Component`. `Systems` encapsulate logic and can use as many component types as necessary. An `entityx::EventManager` allows systems to interact without being tightly coupled. Finally, a `Manager` object ties all of the systems together for convenience.
diff --git a/entityx/Entity.h b/entityx/Entity.h
index e632e2b..6c452ac 100644
--- a/entityx/Entity.h
+++ b/entityx/Entity.h
@@ -750,7 +750,7 @@ class EntityManager : entityx::help::NonCopyable {
}
template <typename C>
- ComponentMask component_mask(const ComponentHandle<C> c) {
+ ComponentMask component_mask(const ComponentHandle<C> &c) {
return component_mask<C>();
}