Back in July, I set out to create a base for creating a version of Cyclone with Ultra Engine. I've gotten a lot of feedback from the release and started to conceptualize ideas on how to prevent or limit on making the same mistakes.
One major goal I had was to compartmentalize the system. This should just exist on it's own and game code should just lay on top of this. This was possible thanks to the event system which cuts down on the number of pointers that need to be passed. Components can