This is really cool, thanks for sharing!
Will dive deeper into it later after work, but how do you handle Scene
management? In my current project I opted to keep separate component arrays for
each scene, so that entire scenes can be easily cleared and free up memory, but
also so that all compon
> The choice between Defect and Error is, like you're noticing, quite arbitrary
> - there's no line that one can draw between them, rather it depends on the
> mood of the developer at the time of writing and sometimes the surrounding
> code.
Actually, the design principle is "IndexDefect is for