Tagged Questions
1
vote
2answers
152 views
persistence of objects between game states
What are the possible ways of sharing different objects between game states and how do other engines implement such system?
Lets say a game has a couple of states (a menu state and a game state for ...
5
votes
3answers
625 views
How to update entity states and animations in a component-based game
I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states.
I don't want to have an ...
0
votes
1answer
461 views
Managing Game States
I'm thinking about making a StateManager for my game. I want to know how to design it; that is, how to use a stack to push and pop states onto, and draw them to the screen.
For example, should each ...
8
votes
2answers
239 views
Is there a design flaw when an entity's state doesn't fully utilize enter(), execute() and exit()?
I'm following Mat Buckland's Programming Game AI by Example, and I find that I don't always have use for enter(), execute() and exit() on an entity's state. For example, in an RPG, a weapon may have ...
1
vote
3answers
1k views
Game state sharing data
A game is a set of Game States.
Each Game State contains game objects, may be list, may be scene graph or any other data structure.
We can use Game States as Game Locations, too.
How do you share ...
