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    <title>C&#43;&#43; on NCoT Tech</title>
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      <title>Component Based Game Engine From Scratch Part 2</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-2/</link>
      <pubDate>Sat, 13 Apr 2019 16:50:49 +0000</pubDate>
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      <description>&lt;p&gt;Last time I explained in detail how the whole system worked. This time I will focus on the component system, as it is quite complex. Using it isn’t complex, but I’m trying to mimic Unity’s functionality that was written in C#. Functionality that is partially implemented within the editor and doesn’t relate directly to typing in code. I have no idea how Unity really does this, but the solution I have come up with seems tidy enough and fits neatly within a single C++ header.&lt;/p&gt;</description>
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      <title>Component Based Game Engine From Scratch Part 1</title>
      <link>https://ncot.uk/blog-posts/component-based-game-engine-from-scratch-part-1/</link>
      <pubDate>Sun, 10 Mar 2019 21:44:59 +0000</pubDate>
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      <description>&lt;p&gt;This is going to be the first part in a continuing series where I try to explain how and why I’m creating my own game engine using C++ and the SDL library. My engine isn’t going to do anything amazing, but will borrow ideas from other engines I’ve used before such as Unity.&lt;/p&gt;</description>
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