Apparatus – Network-ready ECS data-driven framework (C++/Blueprint)

Hey-hey-hey! What can you expect from C++ Apparatus, performance-wise?
While we prepare a full-featured game powered by ECS, we have decided to present a tiny crop as a benchmarking expectations test. Here ya go:

Everything is written from scratch, of course, no PhysX/Chaos used. 7000 inter-colliding primitives achieved at >60FPS. Not a limit though…