After the last posts about our component-based entity system framework called Slash I was regularly ask why one should use a component-based framework although Unity itself is already component-based.
While it is nice that Unity itself isn’t build in an object oriented way and might be even good enough for small projects or prototypes, you should really separate your game logic completely from the Unity engine in bigger projects.
Continue reading Why to use a custom CBES architecture within Unity
In the last post about Component-based entity systems I talked about the way you can structure your project if you are using CBES. Now it’s time to start diving into the guts of our implementation to see how it works behind the scenes.
I’ll start with some of the work horses of our framework, namely the Component, Entity and Blueprint managers.
Continue reading CBES – Entity Manager and Co.