During the last weeks I wrote several posts about our approach of a component-based entity system:
I’d like to wrap it up with the next posts, connecting all the single parts to a working game.
Continue reading CBES: Creating a component-based game
In the last two posts I talked about data binding and an asset called Data Bind for Unity I created to use it with Unity. There are more important things in a game than a clean separation between logic and presentation though. But when we started our last work-for-hire project, I realized that our foundation for the game logic was already in a very complete state, so I could concentrate on other parts of the architecture.
At Slash Games Nick and I created a framework (called “Slash Framework” of course 😉 ) which we could use for a wide range of projects. The framework is based on an approach called Component-based Entity Systems or CBES.
Continue reading Component-based Entity Systems: Project Setup