Timeline for How granular should entity states be?
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Aug 31, 2011 at 7:57 | vote | accept | Paul Manta | ||
Aug 4, 2011 at 3:13 | comment | added | Blecki | @Paul - it's really just to bind the state machine to the entity component system. | |
Aug 2, 2011 at 15:27 | answer | added | TravisG | timeline score: 2 | |
Aug 2, 2011 at 14:16 | answer | added | user744 | timeline score: 4 | |
Aug 2, 2011 at 13:01 | comment | added | Paul Manta | @Blecki And what is the purpose of the Controller, other than storing the state? | |
Aug 2, 2011 at 12:22 | comment | added | Blecki | Another for thinking you shouldn't have a component to represent the state. I have a 'player controller' component, and that stores the state of the player, which is a node on this graph. omnisu.com/PlayerStateFlowchart.jpg | |
Aug 2, 2011 at 6:59 | comment | added | Maik Semder | "WalkLeft" sounds like a state of an animation-controller component, so better store it in this component, if you store it in the entity, you might have the situation, that 2 components have different ideas of the current state, i. e. The health component might be in state "super power mode", still the entity is "walking left" | |
Aug 2, 2011 at 6:49 | comment | added | Maik Semder | What if the entity is a bird, or a boat, or a projectile? They don't "WalkLeft" | |
Aug 2, 2011 at 6:16 | comment | added | Paul Manta |
@josh Currently, each state is its own component. However, the design is subject to many changes since I'm still debating it. (Entity has a pointer to an EntityState object; that pointer can point to any implementation of the base state class.)
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Aug 2, 2011 at 4:56 | comment | added | user1430 | Is each state a component, or is there one component which keeps track of the state (in other words, can I attach both the WalkingLeft and WalkingRight components to the same aggregate object)? | |
Aug 2, 2011 at 4:49 | history | asked | Paul Manta | CC BY-SA 3.0 |