adding some language to clarify motion engine process
	
		
			
	
		
	
	
		
			
				
	
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			@ -72,7 +72,9 @@ namespace PongFE.Engines
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}
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```
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Next, let's consolidate our MotionMessages per Entity.
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First, at the very beginning of the processing, we insert all of our entities with a Position and Collision into the SpatialHash. 
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Next, in a separate block, let's consolidate our MotionMessages per Entity.
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```cs
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    ...
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			@ -81,6 +83,11 @@ Next, let's consolidate our MotionMessages per Entity.
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    ...
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    foreach (var entity in TrackedEntities)
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    {
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        ...
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    }
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    foreach (ref readonly var entity in ReadEntities<PositionComponent>())
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    {
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        ref readonly var positionComponent = ref GetComponent<PositionComponent>(entity);
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			@ -95,7 +102,7 @@ Next, let's consolidate our MotionMessages per Entity.
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    ...
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```
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This is where our *IHasEntity* optimization comes in. It allows us to use the **ReadMessagesWithEntity** method.
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This is where our *IHasEntity* optimization comes in. It allows us to use the **ReadMessagesWithEntity** method. This method efficiently queries messages that refer to the given entity.
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Finally, let's implement our sweep test.
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			@ -219,11 +226,16 @@ namespace PongFE.Engines
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}
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```
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Now we can send these messages in **MotionEngine**.
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Now, in the final block of our **MotionEngine**, we can perform our collision tests and send out our messages.
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```cs
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    ...
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    foreach (ref readonly var entity in ReadEntities<PositionComponent>())
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    {
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        ...
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    }
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    foreach (var entity in TrackedEntities)
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    {
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        Vector2 moveAmount = _moveAmounts[entity];
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			@ -252,8 +264,6 @@ Now we can send these messages in **MotionEngine**.
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        SendMessage(new UpdatePositionMessage(entity, projectedPosition));
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    }
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    ...
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```
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Here, we go over everything with a Position and Collision component, sweep test for collisions, and send appropriate Collision and UpdatePosition messages accordingly.
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