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	Add installation methods
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					@ -14,6 +14,21 @@ Just a stupidly fast Entity Component System
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-   Cache friendly [archetype/SoA](https://ajmmertens.medium.com/building-an-ecs-2-archetypes-and-vectorization-fe21690805f9) storage
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					-   Cache friendly [archetype/SoA](https://ajmmertens.medium.com/building-an-ecs-2-archetypes-and-vectorization-fe21690805f9) storage
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-   Rigorously [unit tested](https://github.com/Ukendio/jecs/actions/workflows/ci.yaml) for stability
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					-   Rigorously [unit tested](https://github.com/Ukendio/jecs/actions/workflows/ci.yaml) for stability
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					### Installation
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					With [Wally](https://wally.run/):
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					```bash
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					jecs = "ukendio/jecs@0.6.0" # Inside wally.toml
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					```
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					With [pesde](https://pesde.dev/):
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					```bash
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					pesde add wally#ukendio/jecs@0.6.0
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					```
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					With [npm](https://www.npmjs.com/package/@rbxts/jecs) ([roblox-ts](https://roblox-ts.com/)):
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					```bash
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					npm i @rbxts/jecs
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					```
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### Example
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					### Example
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```lua
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					```lua
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					@ -2,6 +2,23 @@
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Jecs is a standalone entity-component-system module written in Luau.
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					Jecs is a standalone entity-component-system module written in Luau.
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ECS ("entity-component-system") describes one way to write games in a more data oriented design.
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					ECS ("entity-component-system") describes one way to write games in a more data oriented design.
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					## Installation
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					Jecs supports the following installation methods using package managers:
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					:::code-group
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					```bash [wally]
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					jecs = "ukendio/jecs@0.6.0" # Inside wally.toml
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					```
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					```bash [pesde]
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					pesde add wally#ukendio/jecs@0.6.0
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					```
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					```bash [npm]
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					npm i @rbxts/jecs
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					```
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					:::
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					Additionally an `rbxm` is published with [each release under the assets submenu](https://github.com/Ukendio/jecs/releases/latest).
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## Hello World, Entity and Component
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					## Hello World, Entity and Component
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It all has to start somewhere. A world stores entities and their components, and manages them. This tour will reference it for every operation.
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					It all has to start somewhere. A world stores entities and their components, and manages them. This tour will reference it for every operation.
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:::code-group
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					:::code-group
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