Similar to Components, Messages are collections of data.
Messages are used to transmit data between Engines so they can manipulate the game state accordingly.
To define a message, declare a struct.
using Encompass;
public struct MotionMessage {
public Vector2 Motion { get; }
}
Messages are temporary and Encompass destroys all its references to them at the end of the frame.
Again, because structs are value types, and Encompass stores them in a particular way, we can create as many of them as we want without worrying about creating pressure on the garbage collector. Neato!