From 6bbfee8cd35df88d621e78d4ba145b32cf4f3172 Mon Sep 17 00:00:00 2001 From: Eagster <79881080+ElliottjPierce@users.noreply.github.com> Date: Mon, 23 Jun 2025 11:02:07 -0400 Subject: [PATCH] Apply suggestions from code review Co-authored-by: Alice Cecile --- crates/bevy_ecs/src/entity/mod.rs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/crates/bevy_ecs/src/entity/mod.rs b/crates/bevy_ecs/src/entity/mod.rs index f271879eb4..4bac468ec0 100644 --- a/crates/bevy_ecs/src/entity/mod.rs +++ b/crates/bevy_ecs/src/entity/mod.rs @@ -6,9 +6,9 @@ //! Entities have zero or more [`Component`]s, which are just data associated with the entity. //! Entities serve the same purpose as things like game objects from Unity or nodes from Godot: //! They can be created, have their data accessed and changed, and are eventually deleted. -//! In bevy, an entity can represent anything from a player character to the game's window itself (and everything in-between!) +//! In Bevy, an entity can represent anything from a player character to the game's window itself (and everything in-between!) //! However, unlike other engines, entities are not represented as large class objects. -//! This makes bevy much faster in principal, but it also leads to some perhaps unintuitive differences that need to be considered. +//! This makes Bevy much faster in principal, but it also leads to some perhaps unintuitive differences that need to be considered. //! //! Because entities are not traditional, object-oriented, garbage collected, class instances, more effort is needed to interact with them. //! The biggest difference is that the [`Entity`] type does *not* represent a conceptual entity. @@ -18,7 +18,7 @@ //! and a hashmap for each component which maps [`Entity`] values to component values if the entity has that component. //! Of course, the [`World`] is really quite different from this and much more efficient, but thinking about it this way will be helpful to understand how entities work. //! Put another way, the world can be thought of as a big spreadsheet, where each component type has a column and each entity has a row. -//! In order to get an entity's components, bevy finds the values by looking up the [`Entity`]'s [`EntityRow`] and the [`Component`](crate::component::Component)'s [`ComponentId`](crate::component::ComponentId). +//! In order to get an entity's components, Bevy finds the values by looking up the [`Entity`]'s [`EntityRow`] and the [`Component`](crate::component::Component)'s [`ComponentId`](crate::component::ComponentId). //! Interacting with an entity can be done through three main interfaces: //! Use the [`World`] with methods like [`World::entity`](crate::world::World::entity) for complete and immediate access to an entity and its components. //! Use [`Query`]s for very fast access to component values.