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Project direction

The README tracks current development priorities. This page explains the architectural direction behind them.

Toward an entity-component architecture

The inherited object model puts state and behavior in one deep class hierarchy, leaving much of the original game hard-coded. OpenTS is moving gradually toward an entity-component architecture to reduce hard-coding and make the engine easier to extend.

There will be no full rewrite. Changes must keep the engine playable throughout the migration. Prefer composition to a deeper inheritance tree, keep new state separable from behavior, and avoid adding tight couplings to the existing class hierarchy.

Portability follows the same incremental approach. Preparatory changes do not make a compiler or platform supported; Building OpenTS lists the current target.