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Latest FSM Activity

For the chapter ‘Market Day’ the location FSM 'town square' would be different than the FSM for the same location during chapter ‘Execution Day’.

Drilling down to the location-FSMs, each of them owns a set of non-player-character[NPC]-FSMs, multiple of which can be currently active.

I'd expect a lot…

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Generally, you will just say “changed to state X at step number Y” and call it good. For the “jump” animation, because the movement replication and the FSM replication happens with the same step numbers, It'll still sync up. (Unless you extrapolate, in which case any user action will cause “jumps” …

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check out using the strategy design pattern with a fsm

whenever you have a complicated if-statement that might change or be different for different classes, the strategy pattern is a possible choice.

for example, if a skeleton wakes up and sees a knight, it might attack, but if it sees a priest it mi…

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Also apologies if this was not correct forum to post this in. Much sorry! So apologize.

4,665 views

Thank you all for the answers, I think I've kinda figured it out now and I've been following his tutorial on youtube where the guy is making a 2.5d action sidescroller and,  although it's not a fighting game, there are concepts that are very similar and he made a state machine that I feel could r…

10,053 views

We need to clear up some terminology here that seems to be throwing some people off.

The main difference between a state machine (i.e. FSM) and other things is, as mentioned, the transition logic out of a state and to another one is inside each individual state. The main problem that creates…

6,199 views
dp304
February 28, 2018 02:33 PM

Your answers have been very helpful. Especially the last paragraph with the timing estimates. Probably I won't bother optimising my game loop (at least not the way I described). Not even when working on a computer from '98. Thanks again!

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