0
votes
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
votes
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, ...
0
votes
1answer
100 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 ...
5
votes
5answers
618 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 ...
2
votes
2answers
1k views

Game State Management using Lua

I want to be able to (only) define game states using Lua script, but I'm not sure how I should do it. Here's what I have in mind currently: For each state, I will create a .lua file that contains a ...
-1
votes
3answers
2k views

C++ GameState management

I have been attempting to make a game engine in C++ and have come across the dilemma of game state management. I have done a lot of research and found numerous ways of accomplishing from game engine ...
4
votes
1answer
347 views

A few questions about entity states

This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should ...
5
votes
1answer
3k views

State Machines: State Object versus sequential check: what are the pro/cons?

I dont know much about finite state machine in AI or other game behaviors in game, except this quick tutorial with a Miner: http://www.ai-junkie.com/architecture/state_driven/tut_state1.html which is ...
15
votes
3answers
4k views

Finite state machine in C++

So, I've read a lot about using FSMs to do game state management, things like what an FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing ...
42
votes
10answers
10k views

Game State 'Stack'?

I was thinking about how to implement game states into my game. The main things I want for it are: Semi-transparent top states-being able to see through a pause menu to the game behind Something ...