Timeline for Implementing game state without switch statements everywhere?
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Apr 13, 2015 at 17:47 | history | tweeted | twitter.com/#!/StackGameDev/status/587673529061093377 | ||
Apr 13, 2015 at 11:56 | history | edited | congusbongus | CC BY-SA 3.0 |
tag, make code example a bit shorter
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Aug 12, 2012 at 0:02 | vote | accept | Casey | ||
Jun 14, 2012 at 13:46 | answer | added | Ben Hymers | timeline score: 0 | |
May 24, 2012 at 18:42 | answer | added | jhocking | timeline score: 0 | |
May 24, 2012 at 17:05 | answer | added | Sean Middleditch | timeline score: 1 | |
May 24, 2012 at 8:14 | answer | added | knight666 | timeline score: -1 | |
May 23, 2012 at 21:34 | comment | added | Laurent Couvidou | Sometimes, a switch/case statement is way more clear than any complicated FSM construct. It says what it does, and it does what it says. Of course this doesn't scale up very well and there are several good options for proper FSMs, so I'm not posting this as an answer, but still. I wouldn't deeply change the example you've posted, there's no need to add more complication to such a simple thing. | |
May 23, 2012 at 21:01 | answer | added | David Gouveia | timeline score: 6 | |
May 23, 2012 at 20:49 | comment | added | Patrick Hughes | Have you tried searching for "Game state" yet? gamedev.stackexchange.com/search?q=game+state | |
May 23, 2012 at 20:45 | history | asked | Casey | CC BY-SA 3.0 |