Based in Hamburg, Germany
August 14, 2016
The Slash Framework was initially developed as a common base for games from Slash Games. The base idea was to have a powerful, but generic architecture that can be used in a variety of projects.
Therefore the decision was taken to use a component-based approach which lowers the dependencies within a project, so it can be changed, extended and reused much easier than e.g. using an object-oriented approach. Those were things that regularly occur in games as there are multiple iterations that a game goes through before it is released. And even after its release there may be a lot of changes.
The architecture proved to be very useful, so Slash Games decided to publish the framework as Open Source in 2016. They hope that the framework will be used in many more project to proove its generic nature and there might be other developers who will contribute to improve it even more.
- Low-level implementation of component-based entity systems
- Unity3D integration
- Proven to work in several released games
- Unit tests and references for non-trivial operations
- Several articles about specifics and usage of the framework
- Design of the general architecture with components, entities and systems
- Design and development of a blueprint addition that helps to setup the kinds of entities that occur in the game
- Documentation and examples to teach new developers the usage of the framework
- Continuous support for users of the asset
- Regular updates with bug fixes and new features
- Design and development of an addition for easy usage of the framework with Unity3D
Full source and documentation at github.com.
Technical documentation at github.com.
Bug reports and feature requests can be submitted at github.com.