update docs
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@@ -103,9 +103,6 @@ components are plain structs. declare one and you're done. the data lives in the
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```odin
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ExampleComponent :: struct {}
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```
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shoal ships a few built-ins already declared: `WindowComponent`, `CursorComponent`, `SpriteComponent` and `TransformComponent`. `DefaultPlugin` reads and writes them through the world: it opens the window from `WindowComponent`, keeps the `CursorComponent` entity on the mouse, and draws every `SpriteComponent` at its `TransformComponent`.
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each world owns its own storages, keyed by the component's type: two worlds never share data, and a zero `ecs.World{}` is ready to use.
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