From 0d35d4b0c33d7a23991252dc518a75393c8e3142 Mon Sep 17 00:00:00 2001 From: wooshings Date: Tue, 27 Oct 2026 21:29:43 -0700 Subject: [PATCH] update docs --- README.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/README.md b/README.md index ff4148d..1273c27 100644 --- a/README.md +++ b/README.md @@ -103,9 +103,6 @@ components are plain structs. declare one and you're done. the data lives in the ```odin ExampleComponent :: struct {} -``` - -shoal ships a few built-ins already declared: `WindowComponent`, `CursorComponent`, `SpriteComponent` and `TransformComponent`. `DefaultPlugin` reads and writes them through the world: it opens the window from `WindowComponent`, keeps the `CursorComponent` entity on the mouse, and draws every `SpriteComponent` at its `TransformComponent`. each world owns its own storages, keyed by the component's type: two worlds never share data, and a zero `ecs.World{}` is ready to use.