pub fn create_world(&self) -> World {
        let id = WorldId::next(self.id.0);
        let world = World::new_in_universe(id, EntityAllocator::new(self.allocator.clone()));

        info!(universe = self.id.0, world = world.id().1, "Created world");
        world
    }
/// Creates a new `World` within this `Universe`.
///
/// Entities inserted into worlds created within the same universe are guarenteed to have
/// unique `Entity` IDs, even across worlds. See also `World::new`.
Creates a new `World` within this `Universe`.
Entities inserted into worlds created within the same universe are guarenteed to have
unique `Entity` IDs, even across worlds. See also `World::new`.
Creates a new ` World ` within this ` Universe ` . Entities inserted into worlds created within the same universe are guarenteed to have unique ` Entity ` IDs even across worlds . See also ` World :: new ` .
pub fn create_world(&self) -> World {
        let id = WorldId::next(self.id.0);
        let world = World::new_in_universe(id, EntityAllocator::new(self.allocator.clone()));
        info!(universe = self.id.0, world = world.id().1, "Created world");
        world
    }
pub fn create_world ( & self ) -> World { let id = WorldId :: next ( self . id . 0 ) ; let world = World :: new_in_universe ( id , EntityAllocator :: new ( self . allocator . clone ( ) ) ) ; info ! ( universe self id 0 world world id ( ) 1 " " ) ; world }
Creates a new `World` within this `Universe`.
Creates a new ` World ` within this ` Universe ` .
&self
&self