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: ECS at its maximum. A complete Unreal Engine integration of the data-oriented workflow. Loyal to the ecosystem. Both C++ and Blueprint development is supported. Best of two worlds. UObject-based Details and UStruct-based Traits. Pedal to the metal. The Chunk-based data storage is hardware-first. Quite a bit of performance optimizations on top: Filter-based caching, fast bit-array masking, mainline Component indexing and more. Power at hand. Lambda-based operatings with an automatic argument delivery. Querying with ease. A versatile Component-including and Component-excluding filtering for the Mechanics. Bitwise Flagmark filtering support for boolean-based states. Straightforward editing. Assign and customize your Trait/Detail 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 best. The Detail classes can be inherited for extra modularity and flexibility. Dedicated in-Editor user experience touches for some clear reading, validation and overall ease of use. Full concurrent (multi-threaded) iterating support with a dedicated compile-time Solid semantic. Ready to speak. 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.1673451794.txt.gz Last modified: 2023/01/11 18:43by vladius