Unreal GAS Course Binge
Go to file
Ed_ ced71b6a22 24. Health and Mana
Decided to try using gencpp for the first time with UE (just codegen, not parsing).

I used it to generate the AttributeSet
2024-04-13 16:18:57 -04:00
.vscode 24. Health and Mana 2024-04-13 16:18:57 -04:00
Project 24. Health and Mana 2024-04-13 16:18:57 -04:00
scripts 24. Health and Mana 2024-04-13 16:18:57 -04:00
.gitattributes Initial commit 2024-04-12 12:08:06 -04:00
.gitignore 24. Health and Mana 2024-04-13 16:18:57 -04:00
Readme.md 18. ABC & AS 2024-04-13 10:19:45 -04:00
Rengerate Unreal Project Files.lnk Initial commit 2024-04-12 12:08:06 -04:00
Run Editor.lnk Initial commit 2024-04-12 12:08:06 -04:00

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"
    • 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).