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# Fireblade ECS (Entity-Component-System)
[![version 0.3.0](https://img.shields.io/badge/version-0.3.0-brightgreen.svg)](releases/tag/v0.3.0)
[![license](https://img.shields.io/github/license/mashape/apistatus.svg)](LICENSE)
[![swift version](https://img.shields.io/badge/swift-4+-blue.svg)](#)
[![platforms](https://img.shields.io/badge/platform-macOS|iOS|linux-blue.svg)](#)
[![license](https://img.shields.io/badge/license-MIT-brightgreen.svg)](LICENSE)
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This is a **dependency free**, **lightweight**, **fast** and **easy to use** [Entity-Component-System](https://en.wikipedia.org/wiki/Entitycomponentsystem) implementation in Swift. It is developed and maintained as part of the [Fireblade Game Engine project](https://github.com/fireblade-engine).
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A core element in the Fireblade-ECS is the [Nexus](https://en.wiktionary.org/wiki/nexus#Noun).
It acts as a centralized way to store, access and manage entities and their components.
You may use more than one nexus at a time.
A single `Nexus` may hold up to 4294967295 `Entities` at a time.
You may use more than one `Nexus`.
Initialize a nexus with