I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be ...
I'm using the Game State Management (GSM) concept in my prototype and I like it very much. One of the screen has a "Game" embeded in it, where all the "good stuff" happens. The menu launching the game ...
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 ...