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seen Apr 17 '12 at 10:16

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awarded  Nice Answer
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comment Elegant way to simulate large amounts of entities within a game world
Multiple things can happen per state, because you store all active organs on a state and execute each one each frame. A lot of what happens in your simulation seem to fit with state transitions though. E.g. Chewing -> Digesting. But I guess you are right that an animal can not have only one state. There are state transitions happening say with the limbs that are unrelated to state transitions happening in the digestive system. But maybe it is just more complicated that what you have. Just thought it might be something to consider.
Aug
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comment Is it reasonable to write a game engine in C?
Thanks for the tip about std::copy memcpy. I didn't know that. When Alexandrescu treated this some years ago it was not the case. About C++ iterators. It is mainly about the philosophy, I try to program how C++ was meant to be program both for the sake of people I work with and to take advantage of C++ features. It was mainly made to point out that some C++ improvements like STL containers are not always better than doing it in the old C way.
Aug
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answered Elegant way to simulate large amounts of entities within a game world
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answered Which SceneGraph is optimal to begin with for small game programming?
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awarded  Supporter
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answered Is it reasonable to write a game engine in C?
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answered Objective-C to plain c iPhone game performance improvements