Apparatus Features

The current list of features includes:

  • Fundamentally ECS. A complete Unreal Engine integration of the data-oriented workflow.
  • Loyal to the ecosystem. Both C++ and Blueprint development paths are supported.
  • Best of two worlds. Flexible UObject-based Details and firm, performant Traits.
  • Pedal to the metal. Featuring the Chunk-based data storage that is hardware-friendly and 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.
  • Power at your fingertips. Our lambda-based operating with an argument dependency injection is your next favorite shorthand.
  • Querying with ease. A versatile Component-including and -excluding filtering for the Mechanics.
  • Fine-grained selection. Bitwise Flagmark filtering support for boolean-based states.
  • Straightforward editing. Assign and customize your Component blocks right from the 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 Solid semantic for extra safety. Supports deferred execution of the transactions.
  • Ready to speak traffic. An elegant and versatile custom 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.
  • Stable clockwork. The steady-ticking implementation provides for some extra stability of your frame-dependent logic.
  • Thoroughly documented API with a dedicated user manual wiki pages.
  • en/toolworks/docs/apparatus/features.txt
  • Last modified: 2023/01/12 13:01
  • by vladius