en:toolworks:docs:apparatus:features

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en:toolworks:docs:apparatus:features [2023/01/11 18:05] 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:
  
-  * ECS at max. A complete Unreal Engine integration of the [[en:toolworks:docs:apparatus:ecs|data-oriented]] workflow. +  * Fundamentally ECS. A complete Unreal Engine integration of the [[en:toolworks:docs:apparatus:ecs|data-oriented]] workflow. 
-  * Loyal to the ecosystem. Both C++ and Blueprint development is supported. +  * Loyal to the ecosystem. Both C++ and Blueprint development paths are supported. 
-  * Straightforward editingAssign 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 worldsFlexible UObject-based [[en:toolworks:docs:apparatus:detail|Details]] and firm, performant  [[en:toolworks:docs:apparatus:trait|Traits]]
-  * Querying with ease. A versatile Component-including and Component-excluding filtering for the Mechanics. +  * 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 toplookup tables for a faster Filtering, bitarray-based matching, mainline Component indexing and more. 
-  * [[cpp>language/lambda|Lambda]]-based operatings with an automatic argument delivery. +  * 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
-  * 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. 
-  * Inheritance at best. The Detail classes can be inherited for extra modularity and flexibility.+  * 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, mainline Component indexing, manual Belt assignment and more. +  * 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]].
  
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