I want to create a state handler for my entity system for a centralized communication between components. For example, when the current state is "walking," the events "playSound walk", "setAnimation ...
I'm trying to implement a flexible state machine in my Unity 3D game to handle weapon states and game state. This one seems a good solution but after a little there are too many classes to work with. ...
I am designing a new game and I am trying out the entity-component design where entities are comprised of groups of components holding a bunch of attributes. I also have a stack of 'game states' and ...
State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a ...