en:toolworks:docs:apparatus:features

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en:toolworks:docs:apparatus:features [2021/04/14 13:18] – created vladiusen:toolworks:docs:apparatus:features [2023/01/12 13:01] (current) vladius
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 The current list of features includes: The current list of features includes:
  
-  * A complete Unreal Engine integration of the data-driven 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 real architectural and development benefits as it's less prone to coupling and a lot more type-dynamic in its nature+  * Loyal to the ecosystem. Both C++ and Blueprint development paths are supported. 
-  * Assign and customize your detail blocks right from the Detail 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]]. 
-  * 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 bit of performance optimizations on top: lookup tables for a faster Filtering, bitarray-based matching, mainline Component indexing and more. 
-  * Versatile detail-including and detail-excluding subject filtering in the mechanics+  * Power at your fingertipsOur [[cpp>language/lambda|lambda]]-based [[en:toolworks:docs:apparatus:operating|operating]] with an argument dependency injection is your next favorite shorthand
-  * Multiple details of the same type on a single subject are allowed. All of the available detail combinations are processed in the evaluation body. +  * Querying with ease. A versatile Component-including and -excluding filtering for the Mechanics. 
-  * The detail classes can be inherited for extra modularity and flexibility. Just create a common mechanics with a common ancestor in the filter+  * Fine-grained selection. Bitwise [[en:toolworks:docs:apparatus:flagmark|Flagmark]] filtering support for boolean-based states. 
-  * Dedicated user experience touches for some clear reading, validation and overall ease of use. +  * Straightforward editing. Assign and customize your Component blocks right from the [[ue>ProgrammingAndScripting/Blueprints/Editor/UIComponents/Details/index.html|Details Panel]] in Unreal Editor
-  * Several performance optimizations: caching, fast bit-array lookups, manual belt assignment. +  * Multiple Details of the same class on a single Subjective are supported. All of the available Detail combinations are processed in the Operating body. 
-  * [[en:toolworks:docs:apparatus:steady-tick|Steady-ticking]] implementation for some extra stability of your game frame-dependent logic.+  * 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. 
 +  * Stable clockworkThe [[en:toolworks:docs:apparatus:steady-tick|steady-ticking]] implementation provides for some extra stability of your 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]].
  
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