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Update README with architecture summary
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README.md

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# Untold Engine Architecture — Summary
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Untold Engine is built on a **data-oriented Entity–Component–System (ECS)** architecture designed for clarity, performance, and extensibility.
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- **Entities**
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Entities are lightweight IDs. They have no behavior or state on their own.
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- **Components**
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Components are plain data containers attached to entities. They describe an entity’s properties or capabilities (e.g., `Transform`, `Mesh`, `Light`, `Dribbling`).
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- Components are the **primary way to add new behavior** in Untold Engine.
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- All components are serializable and editor-friendly, so they can be saved, loaded, and modified at runtime.
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- **Systems**
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Systems are stateless functions that run each frame. They query entities with specific components, read and update their data, and drive the simulation.
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- Example: a **DribblingSystem** looks for entities with a `DribblingComponent`, updates their animations and movement based on input, and interacts with the ball.
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- **Editor Integration**
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Because components are declarative and Codable, they are automatically exposed to the Editor. Developers and designers can attach/remove components, tweak fields in the Inspector, and see changes take effect instantly when switching to Play Mode.
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This separation of entities, components, and systems keeps the codebase modular, testable, and cache-friendly. New features are added by creating **a new component (data) + a system (logic)**, without modifying the engine core.
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## Using the Untold Engine
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The Untold Engine is powered by modular systems that simplify game development. Click on the links to get started.

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