Questions about state driven games:
by "state driven" i mean something like a pong clone with states like "titlescreen", "mainmenu", and "rungame".
IE one loop that displays output and processes input based on the current "game state".
while that might be all fine and good for pong, what happens when you get dozens or hundreds of states?
state driven seems to take the hierarchical call structure of a game and "flatten it out" into a bunch of "states" at the same level.
while ! quitgame
// do main menu
// if select new game
// if select load game
becomes states like:
load game dialog
which means you'd have a state for the in-game menu, and each stats screen, and so on..... correct?