Generally used in correlation with a state machine.

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65 views

Animation-based Collision Boxes

Background I'm currently working on a top-down 2D game, roughly similar to something like Zelda for the SNES. Certain game entities such as the player or a typical enemy will consist of multiple ...
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1answer
79 views

how to store game state for a multiplayer board game eg. poker

First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move. ...
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0answers
53 views

How to apply physics when you have sub frame state changes?

I'm currently calculating my physics every 1/100th of a second and using a state machine to manage the current state of the player. In my main loop I'm checking user input and transitioning the state ...
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1answer
100 views

How to prevent a circular dependency between an entity and its state? [closed]

I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering. I have a different problem in the management of a game entity's state. ...
0
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3answers
100 views

Proper way for Player object to communicate with Map object?

I'm writing my first game (in javascript / node over websockets) and am running into a bit of chicken and egg problem, and am afraid how I'm doing it right now won't scale once the game gets more ...
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2answers
72 views

Should character actions be considered states?

So I've been on a team that has been working on a game for quite a few months now and we're hitting some really nasty bloat problems with our character actions. Question in bold. Accompanying ...
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2answers
72 views

Modeling player mechanics with a finite state machine

I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions ...
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1answer
247 views

(Phaser) Preload Future States in Create?

I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every ...
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0answers
93 views

Maintaining State in Mud Engine

I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the ...
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1answer
252 views

Change players state and controls in-game

I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than ...
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1answer
73 views

Does calling VSSetShader() twice with the same shader have a performance penalty?

Let's say I render 2 objects that are using the same shader (and the same ID3D11VertexShader object). When I call VSSetShader() to set the shader for the 1st object DirectX has to change previous ...
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0answers
93 views

How to write a global GameState manager for a game in Java [closed]

My implementation is written in Java: public class GameState { public static String state = ""; public static void setState(String state) { GameState.state = state; } ...
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2answers
131 views

Synchronizing mob states in online multiplayer game

I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
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1answer
62 views

How do I change rasterizer state properly?

To set the rasterizer state I have to ID3D11Device::CreateRasterizerState() and then ID3D11DeviceContext::RSSetState. And then I should ID3D11RasterizerState::Release() it, right? How about when I ...
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1answer
54 views

What is the correct way to seperate (react) view from state?

I would like to know the correct implementation to declare game logic and view logic: I see 3 ways of implementing this: 1.Storing (eg writing preprocessing to store the change to a property) ...
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1answer
102 views

Entity's FSM and exposing internals of the entity

I'm trying to implement FSM according to Programming Game AI by Example, it is a pretty standard and straightforward FSM that goes like similarly to this (some stuff omitted and translated from C++ to ...
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1answer
711 views

How to manage input state in Unity3D?

In Unity3D how do I manage input among many components, especially in relation to "blocking" input messages to certain components? To make my question clear, an example: Component 1: Input Manager ...
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4answers
206 views

Sending state diffs (deltas) and unreliable connections

We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. ...
0
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1answer
125 views

How to handle Gameflow and Progression

Iam building my own 2D Engine and i try to handle the Progression of my Character. For Example when the Player got an special Item an Door opens or when he talks with someone and got an Item the ...
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1answer
101 views

watching for changes in object state

I'd like to know what others do to watch for changes in object states while the game is running. Say you have an object and that object has a timer. The timer completes. What is the best way to know ...
2
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1answer
107 views

Using an FSM, how do you clean up state related attributes that may be used from several states?

I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
3
votes
1answer
573 views

Fuzzy State Logic or Finite State Machine for AI

My question is regarding the use of fuzzy state logic and finite state machine with AI. What I would like to know is what the key benefits are for both and also some examples of situations where you ...
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2answers
196 views

Rendering structure [closed]

my question is "What is the best way to structure rendering code". Is it better to make a class with a render function that iterates through all game objects based on there name or type and have no ...
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0answers
118 views

inheritance and state machine with flyweight pattern

I everyone, i'm working on an indie game and i'm stuck with two problems I have many similar units on screen so i decided to implement the flightWeight pattern so there is intrinsic and extrinsic ...
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1answer
148 views

Game State and Configuration via Events

Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
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4answers
603 views

Simultaneous game states

I think I understand the basic idea behind a Finite State Machine-based game loop. But I'm trying to write a little game in which the same object can simultaneously be in multiple, independent states. ...
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1answer
272 views

Design to handle logic within a state

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 ...
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1answer
63 views

Resynchronize game state on reconnect

Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...
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2answers
427 views

Game state management: the buck doesn't stop “here” soon enough

I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
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2answers
4k views

Game state and input handling in component-based entity systems

My question is: How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around? So the design of my entity system means that when an entity needs ...
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1answer
99 views

Drawing sprites messes up my model in XNA4

I have a model which draws correctly in XNA4. However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering model is ...
13
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2answers
1k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
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2answers
193 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 ...
3
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1answer
643 views

Change the tilemap shown on stage in Flixel

I am building a simple platformer using Flixel, beginning with the source code from Flixel creator's EZPlatformer . I would like to adjust the level's tilemap when the player sprite enters/overlaps ...
2
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1answer
65 views

extrapolating object state based on updates

I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains x,y,z ...
7
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3answers
2k 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 ...
8
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2answers
878 views

State changes in entities or components

I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity ...
4
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2answers
572 views

Deferred contexts and inheriting state from the immediate context

I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it. Early on in ...
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4answers
283 views

Knowing state of game in real time

I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I ...
0
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1answer
261 views

Structuring various game states and unique levels

I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
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1answer
904 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 ...
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1answer
415 views

Trouble with the State of things in XNA

I'd decided to break the mold and make my first game based on RPG mechanics (note sarcasm). An RPG style action bar would be a reasonable and fun way to get started as it's limited in scope but still ...
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2answers
3k views

How to structure game states in an entity/component-based system

I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
0
votes
1answer
445 views

Handling game states like Braid's timeshift or Shooter's Killcam

me as very unexperienced game developer, I wondered how I could achieve something like re-winding the time in my game or jump back to a special moment (killcam) and replay it for the user.
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5answers
619 views

C++: Game State Logic other than switch statement?

Executive summary Are there any good tutorials on Game State FSMs, particularly OOP/OOD-based and not switch-statement-based? Summary Is there a practical process for creating a game state engine ...
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2answers
248 views

Game states affecting each other's objects

If I had given this question any other title it would have immediately looked like a dupe of this one. Although that has some nice ideas none of the answers actually address what I need. I'm ...
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2answers
1k views

How should I structure my turn based engine to allow flexibility for players/AI and observation?

I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
13
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2answers
2k views

Data-driven animation states

EDIT: To clarify what exactly my question is: is this a good way to handle animations / animation state in a game engine with the eye on content creation / management? What are the flaws in doing it ...
4
votes
2answers
947 views

Android: how do I switch between game scenes in a game? Any tutorials?

I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble ...
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5answers
4k views

How to pause and resume a game in XNA using the same key?

I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by ...