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

Documentation: Turbopedia, API Reference

Example Projects: ApparatusShootEmUp, ApparatusPlatformer

特征

  • 一个完整的虚幻引擎集成的面向数据的范式. 支持C++和蓝图开发。
  • 具有继承支持的结构和高级组件的性能目标GC-less线性数据。
  • 语义安全的多线程支持延迟操作执行。
  • 包括和不包括主题过滤。
  • 允许在单个主题上提供相同类型的多个详细信息。 处理所有可用的细节组合。
  • 安全的内置网络功能与简洁的API.
  • 专用的用户体验触摸一些清晰的阅读,验证和整体易用性。
  • 许多性能优化:Lut,快速位阵列匹配,缓存局部性等。
  • 完整记录的API与一个专门的手册.

模块

  • 设备时间
  • N.装置,装置
  • 设备,设备

资料

C++类数: >80

网络复制: 是的

支持的开发平台: Windows、Linux、macOS

支持的目标构建平台: Windows,Linux,macOS,iOS,Android,Switch,PS4,XBox One

文件: [医]涡流媒体, 空气污染指数参考

示例项目: N.装置,装置, [医]仪器仪表










Apparatus ECS supports the Unreal Engine 5 version day one! Go true next-gen, go data-driven NOW!

Also take a look at our newest interactive Shoot’em-Up Stress Test Demo.

Our multi-threaded 100 000 Paper Planes Demo.

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!

LATEST NEWS

In-Editor dumping capability of the subjects. Capture the state of the game for an advanced inspection.

FAQ

Is this a real ECS or some hack, emulation, limited implementation?

This is a full-featured ECS implementation with cache-friendly memory model implemented.

Is it C++-only or Blueprint-only implementation?

It supports both, wholeheartedly.

Is it some kind of port of the other library?

No. The framework is designed and written from scratch with Unreal Engine in mind and is using its whole infrastructure of available APIs, reflection system, Editor, etc. The legacy of the tool goes as far as of 2019.

I’ve heard Unreal Engine is not suited for ECS and has to be refactored to make such functionality even possible.

Unreal Engine has enough features already built in. You just have to go low-level, have enough expertise and a good design to implement the feature.

Is the source code provided?

This is a commercial sources-available initiative, much like Unreal Engine itself is.

Is it compatible with other Unreal Engine systems like Animation Blueprints, Behavior Trees, Niagara?

Yes.

How fast is it?

Yes. All sorts of optimizations, lookups, packing and caching are used. The Blueprint frontend is pushed to the limits with of what can be achieved within UE’s VM. C++ base is 90% header-only for the most performant compiler output. With the current feature-set implemented, we don’t even know what else to improve performance-wise. Maybe we’ll introduce more faster-less-safe APIs in the future and provide additional iterating contexts.

Is this some kind of experimental package. How stable is the codebase?

The tool has already passed quite some iterations and is regularly being tested with our own automation suite and projects. Consider it utterly ready for production. Feel challenged to find any behavioral issues within our runtime, please.

Is multi-threading supported?

The implementation contains a unique and profound concurrent processing support and is effectively parallelized via tasks. Topology-changing operations are compatible through the deferring .

Is it Network-Replicated?

The framework is network-ready. Our tech already provides the necessary means for exchanging the data between the entities in a robust and secure way.

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.

UPCOMING FEATURES

  • Deterministic math library.

LINKS

From Russia, Moscow and Chekhov cities with much ♡.

© 2019 – 2023 Vladislav Dmitrievich Turbanov

* The installation for UE5 EA is manual for now as the Marketplace doesn’t support scenario at the moment. Please verify your purchase and contact us through support@turbanov.ru for the installation guide.

设备ECS支持虚幻引擎5版本第一天! 去真正的下一代,去数据驱动现在!

也来看看我们最新的 互动式 Shoot’em-Up压力测试演示.

我们的 多线程 100 000纸飞机演示.

你有没有梦想开发你的虚幻游戏ECS风格? 数据驱动的工作流终于以其多功能的荣耀来到了虚幻引擎。 介绍-设备!

最新消息

编辑内倾销 受试者的能力。 捕捉游戏的状态进行高级检查。

常见问题

这是一个真正的ECS还是一些黑客,模拟,有限的实现?

这是一个 全功能 ECS实现与缓存友好内存模型实现.

是c++-only还是Blueprint-only实现?

它支持 两者兼而有之,全心全意。

它是另一个图书馆的某种端口吗?

非也。. 框架的设计和 从头开始写 考虑到虚幻引擎,并正在使用其可用的Api、反射系统、编辑器等整个基础设施。 该工具的遗产可以追溯到2019。

我听说虚幻引擎不适合ECS,必须重构才能使这种功能成为可能。

虚幻引擎已经内置了足够的功能。 你只需要去低级别,有 足够的专业知识 和一个 好的设计 来实现所述特征。

是否提供了源代码?

这是一个商业广告 资料来源-可用 主动性,很像虚幻引擎本身。

它是否与其他虚幻引擎系统(如动画蓝图、行为树、Niagara)兼容?

是的.

它有多快?

是的. 使用了各种优化,查找,打包和缓存。 蓝图前端被推到了UE的VM中所能实现的极限。 C++base是90%标头-仅适用于性能最高的编译器输出。 随着当前功能集的实现,我们甚至不知道还有什么可以提高性能。 也许我们将来会引入更多更快-更不安全的Api,并提供额外的迭代上下文。

这是某种实验包吗。 代码库有多稳定?

该工具已经通过了相当多的迭代,并定期与我们自己的自动化套件和项目进行测试。 彻底考虑一下 准备生产. 请在我们的运行时发现任何行为问题。

是否支持多线程?

实施包含了独特而深刻的 并发处理支持 并通过任务有效地并行化。 拓扑更改操作通过延迟兼容。

它是网络复制的吗?

框架是 网络就绪. 我们的技术已经提供了必要的手段,以强大和安全的方式在实体之间交换数据。

术语

我们提供所有的ECS习语,甚至更多. 该框架是明确和自我维持的,使用自己的命名方案。 以下是类似物的列表:

  • 实体 – 主题(特里夫)
  • 组件 – 特质, 细节
  • 系统 – 机械师
  • 原型,原型 – 指纹图谱
  • 查询 – 过滤器
  • 块,块 – 皮带;皮带, 块,块

目标

我们坚信深刻的数据驱动工作流,并在我们自己的工作室项目中使用它。 这就是我们创造仪器的原因。 它背后的故事是相当长的近1,5年的研究,积极的原型,开发,分析和测试。 它的第一个迭代是为一个完全不同的技术堆栈开发的,但是经过漫长的一天一夜的工作,我们很高兴向您展示它–虚幻引擎社区!

目前的示例项目虽然具有相当广泛的功能范围,但可以被认为是该技术的基本演示,一些更复杂的示例将在不久的将来出现。 设备本身经过全面测试,完全可以生产。 不要犹豫与我们联系任何可能的帮助,因为我们努力提供最全面和功能丰富的经验。

即将推出的功能

  • 确定性数学库。

连结

来自俄罗斯、莫斯科和契诃夫的城市.

图2019-2023Vladislav Dmitrievich Turbanov

*UE5EA的安装目前是手动的,因为市场目前不支持场景。 请确认您的购买并通过以下方式与我们联系support@turbanov.ru 供安装指南。

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