Timeline for Simultaneous game states
Current License: CC BY-SA 3.0
16 events
when toggle format | what | by | license | comment | |
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Apr 15, 2013 at 15:31 | vote | accept | Kristian D'Amato | ||
Apr 14, 2013 at 14:26 | comment | added | Patrick Hughes | That's not a state anymore, you're simply overloading what you call a "state" with multiple, implied states and leaving you with no clear transitions. It would work to compose a state from action "components" code snippets but for an FSM to make any sense at all it has to be atomic. | |
Apr 13, 2013 at 18:32 | comment | added | user14992 | I'm not sure on this (maybe someone could confirm or disprove) but can't the states be stored in powers of two? So states 1,2,3,4,5 would be represented as 1,2,4,8,16 and the FSM checks for the correct bit. Thus a state value of 17 would signify that state 1(bit 1) and 5(bit 16) are enabled. | |
Apr 13, 2013 at 17:37 | comment | added | Rex Kerr | Actually, nobody knows how to do this really well: have multiple quasi-independent things going on that are each amenable to representing individually as a FSM, but which interact with each other without producing any pathological behavior. Biological organisms have it really well figured out. Maybe eventually we'll figure it out also. | |
Apr 13, 2013 at 17:31 | answer | added | Austin | timeline score: 0 | |
Apr 13, 2013 at 16:55 | answer | added | jmegaffin | timeline score: 1 | |
Apr 13, 2013 at 16:48 | history | tweeted | twitter.com/#!/StackGameDev/status/323115404358737920 | ||
Apr 13, 2013 at 16:27 | answer | added | user15805 | timeline score: 5 | |
Apr 13, 2013 at 16:06 | answer | added | Patrick Hughes | timeline score: 4 | |
Apr 13, 2013 at 16:05 | comment | added | Kristian D'Amato | Thanks amitp; I was thinking like that too, but hoped there was something made for the job! | |
Apr 13, 2013 at 16:02 | comment | added | amitp | If the states are independent, you might use multiple FSMs to track them separately. | |
Apr 13, 2013 at 16:02 | history | edited | Kristian D'Amato | CC BY-SA 3.0 |
added 391 characters in body
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Apr 13, 2013 at 16:01 | comment | added | Polar | You could use super/substates - states could inherit each other and then you could use a custom scripting language to detect sub/super states | |
Apr 13, 2013 at 15:58 | comment | added | Kristian D'Amato | Let me explain why I wanted to keep the states separate: I want the player to have the ability to program simple state changes before a game... say "if (health_is_way_too_low) flee". But then I want multiple such rules to be active simultaneously, and cannot know beforehand which other states may be active. | |
Apr 13, 2013 at 15:50 | comment | added | user15805 | Makes sense in quantum physics. Otherwise, it's just one state: FleeWhileFiringState. | |
Apr 13, 2013 at 15:43 | history | asked | Kristian D'Amato | CC BY-SA 3.0 |