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FoxHunter2

Game flow chart (UML)

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Hi guys! This is my first attempt in creating some kind of a design for my little game engine (just for testing purposes right now). I'd like to know what you think about it. Right now I've only created a flow chart. If everything is fine I will continue with class diagrams and all the fancy UML stuff. This is the thing I came up with: click! regards

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It's a good start. However, you have several actions that have no exit arrows (e.g. "GameState = GameSplash"). This means that once you get there, the application will forever reside there! There needs to be a way out of these boxes! :)

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These boxes (gamestate = ...) actually mean that once the gamestate is finished (e.g. a splash expiring after a display time of 5 seconds) it will switch the gamestate to the next one, so that the next render-loop will switch to the next state.
Is it actually necessary to check the gamestate before each render loop?

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