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 ...
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 ...
How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I ...
I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current ...
In a previous game I wrote I had a game character class. This class tracked the location, velocity, and a set of states. Except the states were tied very close to the animation. Each state would have ...