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Creating gd.net articles

The new Article Writing forum  has some interesting discussion going on lately.As the site administrators were asking for a list of topics, I started looking over the list.Then I realized something...I could probably write 2/3 of the articles they were asking for.I've got the education and the experience.  I attended graduate school after completing my ba...

State Machines in Games – Part 6

Okay, this is the wrap-up.I was planning on part 6 adding to the pet game having them loop back to the individual pet in determining the interest, and part 7 adding inventory items, a plot, and otherwise finishing off the dungeon explorer.Then I realized --- it doesn't add anything new to the series. They are just new machines that replicate the behaviors...

State Machines in Games – Part 5

Okay, quick review. Part 1 - basics of a state machine ; Part 2 - simple state machine interface ; Part 3 - turning the simple state machine into a dungeon exploration game ; Part 4 - making it data driven . That brings us to Part 5, an artificial intelligence system. First, I know this pattern is used in major games.  How do I know?  First, because I wro...

State Machines in Games – Part 4

Back to the castle exploration game.  We're still working with an single state machine in the AdaptableStateMachine engine.  This will be our third concrete example of a state machine.Recap: In Part 1  we covered the definition of a state machine and implemented a simple machine with a case statement.In Part 2  we created a common state machine interface,...

State Machines in Games – Part 3

In Part 1  we learned what state machines are and we also hard-coded a simple state machine using a switch statement.In Part 2  we made a simple state machine interface and a generic state machine runner. We also created one boring state machine instance.Now in Part 3 we are going to actually make a game. It isn't much of a game, but it has all the elemen...

State Machines in Games – Part 2

We completed Part 1 with a simple boring hard-coded state machine, implemented by a switch statement .It didn’t do much. In textbooks that would be called “an exercise for the reader.”In this entry (Part 2) we're going to prepare the rest of the way for our game. Since I know in advance where I am leading you, I'll tell you that we need a bunch of state m...

State Machines in Games – Part 1

I recently had a conversation with a beginner on GameDev.net about the importance of state machines.Most of the beginners on the site are teenagers enrolled in secondary school. Often they pick up concepts here and there over the Internet when they think it will help, but don’t take the time to learn topics that don’t seem interesting.State machines. Bah!...