Finite State Machines model game flow, AI behaviour, or other processes using a set of discrete states and transitions between them.

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Handling data logic on libgdx ai state machine or in ashley system?

In this below example, I've combined libgdx ashley and AI state machine. Do you think it's a good idea to handle the logic in state machine or stick on handling the data logic on System? public enum ...
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Game logic implemented using TPL / async / await, and performance of it

I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame. As a consequence, any sequential logic ...
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State machines and map transitions

I've implemented a [basic] FSM in my game and it currently does its job very well. Recently I have come across a "problem" that I need to show a "Loading map. Please wait..." screen for as long the ...
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Internal FSM transition from an external Raycast's results

I'm making good progress on my shooter, I've now moved onto the AI. Currently I perform a Raycast from my base Weapon class to check for impacts, and then invoke a function on the hit object after ...
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Avoiding circular referencing using a Finite State Machine in a Component Based Architecture

While answering this question, I realised I had made the same mistake in my own code for a game I am writing using an Entity-Component System. The problem arose when I decided to use a Finite State ...