Take a look at our newest boid-infused teaser!
Have you dreamt about developing your Unreal games ECS-style? The data-driven workflow has finally arrived to Unreal Engine. Introducing – the Apparatus!
We provide all of the basic ECS idioms and even more. Being unambiguous and self-sustained, the framework uses a different naming scheme. Here is the list of analogs:
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.
From Russia, Moscow and Chekhov cities with much ❤.
© 2019 – 2021 Vladislav Dmitrievich Turbanov
Number of C++ Classes: 26
Network Replicated: No (Network-Agnostic)
Supported Development Platforms: Windows, Linux, macOS
Supported Target Build Platforms: Windows, Linux, macOS, iOS, Android (Platform-Independent)
Example Project: ApparatusPlatformer
Important/Additional Notes: For additional platforms (Consoles), please, compile from sources directly.