en:toolworks:docs:apparatus:features

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revisionBoth sides next revision
en:toolworks:docs:apparatus:features [2023/01/11 16:58] vladiusen:toolworks:docs:apparatus:features [2023/01/12 12:13] vladius
Line 3: Line 3:
 The current list of features includes: The current list of features includes:
  
-  * A complete Unreal Engine integration of the data-oriented workflow. Both C++ and Blueprint development is supported. +  * Fundamentally ECS. A complete Unreal Engine integration of the [[en:toolworks:docs:apparatus:ecs|data-oriented]] workflow
-  * [[en:toolworks:docs:apparatus:ecs|ECS]] itself provides for some strong architectural and general development benefits as it's less prone to coupling and a lot more dynamic in its natureIt's also close to hardware and is [[wp>CPU_cache|cache]]-friendly by design. +  * Loyal to the ecosystem. Both C++ and Blueprint development paths are supported. 
-  * Assign and customize your [[en:toolworks:docs:apparatus:trait|Trait]]/[[en:toolworks:docs:apparatus:detail|Detail]] blocks right from the [[https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/Editor/UIComponents/Details/index.html|Details Panel]] in Unreal Editor. +  * Best of two worlds. Flexible UObject-based [[en:toolworks:docs:apparatus:detail|Details]] and firm performant  [[en:toolworks:docs:apparatus:trait|Traits]]. 
-  * A dedicated user-friendly Blueprint node is provided as a center of Mechanic evaluation+  * Pedal to the metal. Featuring the Chunk-based data storage that is hardware-friendly and [[wp>CPU_cache|cache]]-oriented by design. Quite a bit of performance optimizations on top: lookup tables for a faster Filtering, bitarray-based matching, mainline Component indexing and more
-  * A versatile Component-including and Component-excluding filtering for the Mechanics. +  * Power at your fingertips. Our [[cpp>language/lambda|lambda]]-based [[en:toolworks:docs:apparatus:operating|operating]] with an argument dependency injection is your next favorite shorthand
-  * Bitwise [[en:toolworks:docs:apparatus:flagmark|Flagmark]] filtering support for boolean-based state approach+  * Querying with ease. A versatile Component-including and -excluding filtering for the Mechanics. 
-  * Multiple Details of the same class on a single Subjective are supported. All of the available Detail combinations are processed in the operating body. +  * Fine-grained selection. Bitwise [[en:toolworks:docs:apparatus:flagmark|Flagmark]] filtering support for boolean-based states. 
-  * The Detail classes can be inherited for extra modularity and flexibility. Just create a common Mechanic with a common ancestor in the filter.+  * Straightforward editing. Assign and customize your Component blocks right from the [[ue>ProgrammingAndScripting/Blueprints/Editor/UIComponents/Details/index.html|Details Panel]] in Unreal Editor
 +  * Multiple Details of the same class on a single Subjective are supported. All of the available Detail combinations are processed in the Operating body. 
 +  * Inheritance at will. The Detail classes can be inherited for extra modularity and flexibility. 
 +  * Concurrency scaling. Full multi-threaded iterating support with a dedicated compile-time [[en:toolworks:docs:apparatus:solidity|Solid]] semantic for extra safety. Supports [[en:toolworks:docs:apparatus:deferred|deferred]] execution of the transactions. 
 +  * Ready to speak traffic. An elegant and versatile custom [[en:toolworks:docs:apparatus:networking|networking]] solution built upon the Unreal's replication and RPC functionality.
   * Dedicated in-Editor user experience touches for some clear reading, validation and overall ease of use.   * Dedicated in-Editor user experience touches for some clear reading, validation and overall ease of use.
-  * Several performance optimizations: caching, fast bit-array lookups, manual Belt assignment. +  * Stable clockworkThe [[en:toolworks:docs:apparatus:steady-tick|steady-ticking]] implementation provides for some extra stability of your frame-dependent logic.
-  * Full concurrent (multi-threaded) iterating support with a dedicated compile-time [[en:toolworks:docs:apparatus:solidity|Solid]] semantic. +
-  * An elegant and versatile custom [[en:toolworks:docs:apparatus:networking|networking]] solution built upon the Unreal's replication and RPC functionality. +
-  * [[en:toolworks:docs:apparatus:steady-tick|Steady-ticking]] implementation for some extra stability of your game frame-dependent logic.+
   * Thoroughly documented [[appi>|API]] with a dedicated [[en:toolworks:docs:apparatus|user manual wiki pages]].   * Thoroughly documented [[appi>|API]] with a dedicated [[en:toolworks:docs:apparatus|user manual wiki pages]].
  
  • en/toolworks/docs/apparatus/features.txt
  • Last modified: 2023/01/12 13:01
  • by vladius