Generally used in correlation with a state machine.

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In a state machine, is it a good idea to separate states and transitions?

I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { ...
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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 ...