Unreal GAS Course Binge
Ed_
6765478a9d
- Enabled a few more plugins - Added clang formatting straight from the GasaGen cpp. - Setup auto-generation of the DevOptionsCache - Messed around with generating widgettree hiearchy from template widget |
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.vscode | ||
Project | ||
scripts | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
GASATHON.10x | ||
Readme.md | ||
Rengerate Unreal Project Files.lnk | ||
Run Editor.lnk |
GASATHON
Binging this course
The project is organized as a monolothic module with an auxillary editor module.
Implementation design perfs:
- Keep data structures and codepaths flat with minimal abstraction patterns
- Lift to more specific or generalized code-pathsonly when necessary
- Minimize distinct code-paths
- Use classes as "filters", keep things "mega-structed"
- Use composition for large sets of entiites (when possible).
- Never pre-emtively make interfaces or interface-like patterns
- 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 an engineering portfolio piece).
- Keep static module functions within C++ namesapces and have the in BP function libraries to expose to BPs.
- Perfer stage-metaprogramming to C++ compiler provided templating (when possible).