Questions tagged [state]

Generally used in correlation with a state machine.

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How to separate player state on shared object?

I'm new to game dev and I'm learning about quadtrees for planet rendering. I'm curious on how do I separate player state with quadtrees. For example I have a ship A that's getting close to a planet, ...
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(FSM) Detect a change on a variable on Update, and trigger certain State

So, I'm working on a FSM that ticks on every frame. The inner workings can be simplified to this: The user (me) creates the States: ...
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489 views

Is there a way to globally/uniquely reference a node in another scene?

I'd like events/actions (e.g. pressing a button, defeating a mini-boss, etc.) in one area of the game to affect things (e.g. unlock/open door, enable boss spawn) in other areas that are distinct/...
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Pass state to all components root in React and Three.js

I am developing a Three.js/React.js application that uses Ready Player Me Avatars, i want to display the 3d avatar in a 3d scene, avatar url must be passed from Avatar component to Aicourse component ...
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How would you keep track of a live poker tournament's state?

I am attempting to create an poker tournament software and I am getting hung up on how exactly to keep track of hands, dealer/action position, tables, and tournaments. In my eyes there are three ...
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How can I efficiently and safely represent and query game state in the logic programming paradigm?

After learning Dialog, I've discovered representing game logic using the logic programming paradigm is a lot of fun; the composability and non-locality makes it feel like some kind of superior ECS. ...
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Networked game with physics and client side prediction and server reconsiliation causes lag

I'm trying to make a multiplayer platformer game. I can almost get client side prediction and server reconsiliation to work, but there is one issue that I just can't wrap my head around. Lets say that ...
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Combining a pure ECS with a FSM scheduling system

Currently I am evaluating how to refactor my core game logic since I tried to design most of it in pure ECS but isn't really completely feasible the way I intended it. My game at its core is a turn-...
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Statemachine to behaviour tree?

Background I was able to convert simple statemachines like this... Into a BT looking like this (Notation describtion)... ...
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High Frequency Polling And Handling Fuzzy Inputs

I'm developing a FPS game and I'm considering polling at a high frequency on a separate thread. This decouples the game loop and reading input. I get sub-frame samples and can process those samples ...
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Animator State does not switch immediately through code, even tho all transitions have "Has Exit Time" checked off

first of all, this is my code, I'm prototyping a state machine using Unity Animator (First Time) and I'm stuck coding a simple burst of speed. ...
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Using a state pattern across multiple controllers / general architecture advice

I'm trying to implement a state pattern - having skated by with enums forever - and have hit a bit of a wall when it comes to it's implementation in my game. It's a grid based strategy game with an ...
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Animation shown as playing in the animator, but it doesn't show in game (Unity 2D/C#)

I have an Animator on this gameObject. The Animator hits one state when some parameters are true, it can transition to this state from any state. The parameters are fine because i can see in the ...
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Unique_ptr game state vs shared_ptr game state

I have this (typical) base class: ...
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1 answer
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Implementing a more reliable upwards slash?

I am working on a 2D action platformer and I am currently implementing an upwards slash. For a normal horizontal slash, the player must press the attack button. For an upwards slash, the player must ...
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How do I make an image appear based on the current state I'm in?

I am following a tutorial called Complete C# Unity Developer 2D: Learn to Code Making Games. In one section we create a text-based game, where we display a canvas with some UI elements to the user. ...
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How to Prevent Enemy Overlap

I am working on a 2D side-scrolling action platformer. I am currently working on the state logic for my enemies. These are humanoid enemies that walk on the ground They currently have idle, patrol, ...
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Unity: Is type casting every frame too expensive?

I have a state machine that controls my enemy AI. Each AI has a target which may be a Player, an obstacle, a shell, or even a Vector2 position. I'm trying to abstract my "target" member, and my ...
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Using State Pattern with Unity

I am new to Game Development and Unity. I have written a component for Jumping and Running, CharacterJumpAbility.cs and ...
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If online games use permalinks

I'm trying to figure out how to accurately capture the state of the web app by a URL, similar to something like https://jsfiddle.net/, where they create ...
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How to track/identify amorphous blobs in 2D or 3D space

In doing HTML/DOM work, you are working with concrete nodes which you can visibly touch and have a defined shape and boundary. What I'm wondering though is like with a cloud like structure, or like a ...
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How to represent a modular FSM for AI using ECS?

I am considering to implement AI using ECS which actually contradicts working with naive FSMs. My current idea is to have multiple components which represent the particular state an Entity that has a <...
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Handling "nested" user actions in client/server card game

I'm developing a card game in JavaScript in a functional programming style and I'm unsure what is the best way to implement the flow of player actions that require other player actions for their ...
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Is Pushdown Automata better for user input than Hierarchical State Machine?

I saw an example of code using HSM for user input, but to me it seems that Pushdown Automata would be a better fit. I'm confused. If I'm right, then after Hierarchical State Machine exits a ...
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Creating state machines to handle multiple aspects of a game?

So first off, I'm not sure if it matters but I am using SFML and C++. I've been wanting to write a game and I've read a lot on FSMs and what they do/make things easier for managing games, etc. What I ...
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How can I simplify my state machine transitions?

I currently have the following base class which I inherit from for my player states (e.g. Idle, Walking, Jumping). ...
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How to design phases of a single turn

Battles in my game run fully automatically and return a combat log afterwards. My main game loop looks like this: ...
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How can I build Goal Oriented Action Planning within an Entity Component System?

I've been creating an interactive fiction game in javascript that uses an entity component system as described here. The problem I've encountered is in developing the AI system for the game. Ideally, ...
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How to manage instances of (placed) cards and decks in card games?

This question sounds quite specific, but I mean in general, how do you manage something like a card game when it comes to decks (one for player1, one for player2, ...) and placed cards focused on ...
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When/where should a game state transition take place?

I'm in the process of redesigning some of my state management code (there are several features I've grown to dislike in practice..) which was based on this tutorial and others. The issue I'm having ...
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Structure GameObject - States - Visual representation

Question: What is the best data structure for GameObjects that have different states and thus different visuals? The situation is: I'm creating a game for mobiles (written in Kotlin, no Engine used)....
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D3D11 SetShader States

I have some questions regarding the XXSetShader and what happens after, for instance I would like to know if when XXSetShader is called the subsequent calls would be bound to that particular shader, ...
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Find required entities to accomplish specific task in shortest time

I have a grid like map with entities that can perform turn-based actions like moving or growing strength. When I have a task that requires a certain strength, I want to find the entities required to ...
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Problem understanding finite state machine

I want to use the finite state machine for the ennemies AI in my game. I implemented the pattern and it work fine for my first enemy (enemy A): Enemy is in IdleState by default When enemy see the ...
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Managing Discrete Character Animation States

I'm creating a 2D game in which each possible direction of movement for the player, (Up, Down, Left, Right), has its own distinct animation, i.e., they aren't rotations of each other. Currently I am ...
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StateMachineBehaviour.OnStateExit is called before StateMachineBehaviour.OnStateEntered is called

When I start my game I get null-references in my OnStateExit of objects that are initialized in the OnStateEntered. After this it goes smooth, so it only occurs at startup before any conditions for ...
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What component should hold the character movements in ecs and fsm?

In the below code, there's a FSM for CharacterState that will be handled also in CharacterSystem. The problem was, I don't know ...
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Should I use single state or multiple state of an entity in finite state machine?

In the below code, is the options I've created whether to use single or multiple states for my character or other entity. Still can't decide which one is better inf using state machines. ...
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Game logic implemented using TPL / async / await, and performance of it

I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame. As a consequence, any sequential logic ...
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How to handle global Data within a state machine setup? (C#)

I am currently building a turn-based framework (Unity,C#) I was tired of my former tight-coupled systems and opted for a state machine this time, basically all components subscribe to the state-Enter ...
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1 vote
1 answer
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InvalidOperationException when peeking from a stack within custom editor

I've got a simple state machine for handling game states which works using GameObjects that I enable/disable in order to switch the states. Since some states can be ...
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How to make a PROPER main menu (or any other UI windows/modals) in Unity?

So, I'm currently learning both about Unity for the first time as well as the 'new' 2D UI system, but I'm having a hard time figuring out how to make windows, modals/dialogs, main menus etc. which are ...
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What exactly is a 'set of states'?

Whilst looking into game-oriented applications of programming patterns I discovered a question on this site which suggests that a 'set of states' is superior to a 'stack of states' but does not ...
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Code vs. Configuration in Unity [closed]

I know a thing or two about Unity at this point, but I've still lots of subjective, best practice questions, Such as: How do you decide what values are obtained via Start/Awake initialization, and ...
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Why does my Unity animator state "finish" before the visible motion does?

Example: The TopAppearing motion - boost the alpha of the sprite from 0 to 1 for total of 2 seconds: After TopAppearing state has been finished: The TopAppearing's transition settings: Question: ...
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State machines and map transitions

I've implemented a [basic] FSM in my game and it currently does its job very well. Recently I have come across a "problem" that I need to show a "Loading map. Please wait..." screen for as long the ...
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Architecture for game character movements with user input and a finite state machine

I have a JavaScript canvas game setup using Phaser framework. When I first made my character able to run, jump, and crouch, I used lots of if/else conditions and ended up with an ugly, buggy mess. I ...
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Changing the duration of motion state transitions in Animator Controller

Anyone around who is experienced with Unity animation states and the Animation Controller? I wonder is it possible in Unity to change the duration of time it takes between motion transitions in the ...
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Fixing enemy behavior state machine in Unity

I'm working on a state machine for my game's NPC. The only thing I can't to get work properly is the hit sequence. The hits register. What I would like to happen is for the attack sequence (animation)...
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States within a GameState?

I ended up coming up with having states within game states. For example: States splash menu tracks garage loading play What bothers me is that I now have states within the play state to handle it ...