
Apparatus – Unreal Engine
Have you dreamt about developing your Unreal games ECS-style? The data-driven workflow has finally arrived to Unreal Engine in its full versatile glory. Introducing – the Apparatus!
TERMINOLOGY
We provide all of the ECS idioms and even more. Being unambiguous and self-sustained, the framework uses its own naming scheme. Here is the list of the analogs:
Entity – Subject(tive)
Component – Trait, Detail
System – Mechanic
Archetype – Fingerprint
Query – Filter
Chunk – Belt, Chunk
GOALS
We strongly believe in the profound data-driven workflow and use it in our own studio projects. That’s why we created Apparatus. The story behind it is quite long of almost 1,5 years of research, active prototyping, development, profiling and tests. The first of its iterations were developed for a whole different technology stack, but after some long days and nights of work, we are thrilled to present it to you – the Unreal Engine Community!
The current sample project, while having quite a broad functionality scope, can be considered a basic demonstration of the technology and some more complex examples are due to come in the near future. The Apparatus itself is thoroughly tested and fully production-ready. Don’t hesitate to contact us for any assistance possible as we strive do deliver the most comprehensive and feature-rich experience.
FEATURES
A complete Unreal Engine integration of the data-oriented paradigm. Both C++ and Blueprint development is supported.
Performance-targeted GC-less linear data of structs and high-level components with inheritance support.
Semantically-safe multi-threading support with deferred operation execution.
Versatile including and excluding subject filtering.
Multiple details of the same type on a single subject are allowed. All of the available detail combinations are processed.
Secure built-in networking functionality with a laconic API.
Dedicated user experience touches for some clear reading, validation and overall ease of use.
Many performance optimizations: LUTs, fast bit-array matching, cache-locality, etc.
Thoroughly documented API with a dedicated manual.
MODULES
ApparatusRuntime
ApparatusUncooked
ApparatusEditor
INFORMATION
Number of C++ Classes: >80
Network Replicated: Yes
Supported Development Platforms: Windows, Linux, macOS
Supported Target Build Platforms: Windows, Linux, macOS, iOS, Android, Switch, PS4, XBox One
Supported Unreal Engine Versions: 4.26 – 4.27 and 5.0 – 5.5
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