Use WinterCMS Macros to create simple re-usable components

Twig macro, used in WinterCMS has been for me the missing piece of knowledge for a while before I discover the super powers of this feature.
Let's review a real use case where they could be useful and integrate some TailwindUI form elements with re-usability in mind.

Mastering front-end components in WinterCMS

Two questions that came often into the WinterCMS' community are:
- Why Twig have been chosen over Blade?
- How to build components like we do into Blade? This seems impossible
With this series of articles, I'll try to answer the first question and demonstrate and show how components could be created.

An in-depth analyze of entity composition in Bevy 2/2

Manually compose a complete entity can be verbose and repetitive in many case.
In bevy an alternative exists: the bundle.
Bundle are here to ease all the boilerplate process when creating similar entities.

An in-depth analyze of entity composition in Bevy 1/2

During all the life of the game, we'll need to create and store data.
in Bevy their a called Entity, and this is how we do to create, store, modify and delete data.

Archetype, what a complex word for nothing!

The term Archetype can afraid the bevy beginner.
Let's discover what is actually is step by step using clear example on how you can use them to optimize your game data

Using component markers into your entities

Component marker is a trick over-used into Bevy to ease the access to a specific type of entity.
Discord how and when (or not) to use them.