Update readme

This commit is contained in:
Edward R. Gonzalez 2024-04-13 05:57:29 -04:00
parent 2757307287
commit f986523419
2 changed files with 17 additions and 6 deletions

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@ -92,22 +92,22 @@ namespace Gasa
, const ANSICHAR* File = __builtin_FILE()
, const ANSICHAR* Func = __builtin_FUNCTION() )
{
#if !UE_BUILD_SHIPPING || !NO_LOGGING
#if !UE_BUILD_SHIPPING && !NO_LOGGING
ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity;
static ::UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
static ::UE::Logging::Private::FStaticBasicLogRecord
static UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
static UE::Logging::Private::FStaticBasicLogRecord
LOG_Static(TEXT("%s -- %hs %hs(%d)"), File, Line, EngineVerbosity, LOG_Dynamic);
if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= ::ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
{
if ((EngineVerbosity & ::ELogVerbosity::VerbosityMask) <= Category.GetVerbosity())
if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= Category.GetVerbosity())
{
if ( ! Category.IsSuppressed(EngineVerbosity))
{
if (DumpStack)
FDebug::DumpStackTraceToLog(EngineVerbosity);
::UE::Logging::Private::BasicLog(Category, &LOG_Static, *Message, File, Func, Line);
BasicLog(Category, &LOG_Static, *Message, File, Func, Line);
}
}
}

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@ -1,3 +1,14 @@
# GASATHON
Binging this [course](https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/)
The project is organized as a monolothic module with an auxillary editor module.
Implementation design perfs:
* Flat data structures with abstraction patterns only when necessary.
* Keep everything data-wise in the runtime unless there is a measurable performance cost.
* Some exploratory optimizations for educational purposes.
* Plugins are installed in the engine repo unless not possible.
* Code almost exclusively in C++ for everything but cosmetics (this is a engineering portfolio).
* Keep static module functions within C++ namesapces and have the in BP function libraries to expose to BPs.