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. ...
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 ...
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 ...
For games that time stamp a saved game (think Half-Life), is the entire game state really being saved every time?
It seems to me if that were the case that your directory of saved binaries or serialized objects could get massive real quick. Is there some sort of strategy being employed on top of the State pattern ...