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-# EntityX - A fast, type-safe C++ entityx::Entity-entityx::Component system
+# EntityX - A fast, type-safe C++ Entity Component System
[![Build Status](https://travis-ci.org/alecthomas/entityx.png)](https://travis-ci.org/alecthomas/entityx)
-entityx::Entity-entityx::Component (EC) systems 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.
+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.
EntityX is an EC system that uses C++11 features to provide type-safe component management, event delivery, etc. It was built during the creation of a 2D space shooter.