Show pagesourceOld revisionsBacklinksExport to PDFBack to top Share via Share via... Twitter LinkedIn Facebook Pinterest Telegram WhatsApp Yammer Reddit TeamsRecent ChangesSend via e-MailPrintPermalink × This is an old revision of the document! Apparatus Features The current list of features includes: A complete Unreal Engine integration of the data-oriented workflow. Both C++ and Blueprint development is supported. 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 nature. It’s also close to hardware and is cache-friendly by design. Assign and customize your Trait/Detail blocks right from the Details Panel in Unreal Editor. A dedicated user-friendly Blueprint node is provided as a center of Mechanic evaluation. A versatile Component-including and Component-excluding filtering for the Mechanics. Bitwise Flagmark filtering support for a boolean-based state approach. Multiple Details of the same class on a single Subjective are supported. All of the available Detail combinations are processed in the operating body. The Detail classes can be inherited for extra modularity and flexibility. Just create a common Mechanic with a common ancestor in the filter. 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. Full concurrent (multi-threaded) iterating support with a dedicated compile-time Solid semantic. An elegant and versatile custom networking solution built upon the Unreal’s replication and RPC functionality. Steady-ticking implementation for some extra stability of your game frame-dependent logic. Thoroughly documented API with a dedicated user manual wiki pages. en/toolworks/docs/apparatus/features.1673445497.txt.gz Last modified: 2023/01/11 16:58by vladius