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Timeline for Simultaneous game states

Current License: CC BY-SA 3.0

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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
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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