Generally used in correlation with a state machine.
0
votes
2answers
66 views
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 ...
0
votes
1answer
56 views
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 ...
0
votes
0answers
44 views
State Machine help
I'm using a state machine for my enemy's AI. I've not worked with state machines before & followed Unity's live training on State Machines.
I added a HitState to handle animation sequences. The ...
1
vote
3answers
64 views
How to architect input code to utilise state machine?
I have an InputController which currently handles all user input, so it looks at button states and updates entity intentions according to some simple rules.
I'm looking to add a new state to the game ...
2
votes
1answer
23 views
Animations won't transfer states until entire animation is completed
I am following the survival shooter tutorial and am using Unity 5.
I just completed this video (linked) and I tested played it to see my animations worked but it seems like it will only transition ...
0
votes
1answer
84 views
How to create a state based traffic signal?
I want to create a traffic light for a Unity3D game. I will model it in blender.
What is the best way to control this light in a unity scene?
One way I could think of is to change texture of say ...
1
vote
0answers
84 views
Pausing game with State machine and handling jumps
I am adding pause functionality to my upcoming racing game.The players can jump in it.
Time.timeScale = 0 is obvious solution to pause game.I am avoiding this solution as users can do in app ...
2
votes
1answer
35 views
Game State query — Are Game states and Game Phases the same thing?
I am currently writing a simple board game app.
I have written some basic states which are more to do with global state of the game.
Currently they are just enums, they don't really do anything nor ...
0
votes
1answer
58 views
Legacy GUI - run OnGUI only once
I remember something about onGui being able to be run multiple times per frame, and I also seem to recall that you can check 'which state' the onGUI is being run in, so that you can do all of the ...
1
vote
1answer
178 views
Best way to handle movement input?
I'm currently developing a RPG movement system in c++, and tried to use the State Pattern/State machine for this, but AFAIK I would have to check each movement key in every state.(right?)
Is there a ...
0
votes
2answers
137 views
State Machine class vs function pointers [closed]
What do you guys recommend to use?
A State Machine with function pointers or classes?
Or, in which case one would be better than the other one?
At work we use the state machine with function ...
1
vote
0answers
167 views
In Phaser, how should I be managing state? [closed]
I'm quite new to Phaser and JavaScript really confused about state management.
Phaser has lots of documentation and info on the net, but everyone seems to be doing it a different way.
An example:
...
0
votes
0answers
60 views
How to setup States in NIftyGUI and LWJGL
I think this is a simple question but I just cannot figure it out. I have a main menu that is using nifty gui and then my game which is rendered using OpenGL Code (LWJGL) I cannot figure out how to ...
1
vote
1answer
79 views
State system and animation of derived classes
I'm trying to get some kind of state system for my game objects.
I have a base Actor class that is derived by classes like Policeman, Informant or Brawler. Each of those classes describes different ...
2
votes
1answer
245 views
How should a Unity object control it's state?
I've been using Unity's component based design, and the biggest problem I've faced is how to control an object's( not component's ) state.
The problem is, some components must act differently based ...
1
vote
1answer
339 views
Animation-based Collision Boxes
Background
I'm currently working on a top-down 2D game, roughly similar to something like Zelda for the SNES.
Certain game entities such as the player or a typical enemy will consist of multiple ...
1
vote
1answer
252 views
how to store game state for a multiplayer board game eg. poker
First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move.
...
1
vote
0answers
60 views
How to apply physics when you have sub frame state changes?
I'm currently calculating my physics every 1/100th of a second and using a state machine to manage the current state of the player.
In my main loop I'm checking user input and transitioning the state ...
0
votes
1answer
213 views
How to prevent a circular dependency between an entity and its state? [closed]
I've read this question, and I think it has some good answers and discussion, but it appears to focus primarily on rendering.
I have a different problem in the management of a game entity's state. ...
0
votes
3answers
142 views
Proper way for Player object to communicate with Map object?
I'm writing my first game (in javascript / node over websockets) and am running into a bit of chicken and egg problem, and am afraid how I'm doing it right now won't scale once the game gets more ...
1
vote
2answers
116 views
Should character actions be considered states?
So I've been on a team that has been working on a game for quite a few months now and we're hitting some really nasty bloat problems with our character actions.
Question in bold. Accompanying ...
1
vote
3answers
154 views
Modeling player mechanics with a finite state machine
I have three states
standing
walking
jumping
When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves.
When I release D walking transitions ...
2
votes
1answer
1k views
(Phaser) Preload Future States in Create?
I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every ...
0
votes
0answers
209 views
Maintaining State in Mud Engine
I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the ...
0
votes
1answer
583 views
Change players state and controls in-game
I'm using Unity 3D
Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than ...
3
votes
1answer
149 views
Does calling VSSetShader() twice with the same shader have a performance penalty?
Let's say I render 2 objects that are using the same shader (and the same ID3D11VertexShader object). When I call VSSetShader() to set the shader for the 1st object DirectX has to change previous ...
1
vote
0answers
183 views
How to write a global GameState manager for a game in Java [closed]
My implementation is written in Java:
public class GameState {
public static String state = "";
public static void setState(String state)
{
GameState.state = state;
}
...
0
votes
2answers
182 views
Synchronizing mob states in online multiplayer game
I'm developing an exploration-based platform game in which from the start there were plans about including local multiplayer support, but recently I've been considering an online multiplayer mode, ...
1
vote
1answer
112 views
How do I change rasterizer state properly?
To set the rasterizer state I have to ID3D11Device::CreateRasterizerState() and then ID3D11DeviceContext::RSSetState. And then I should ID3D11RasterizerState::Release() it, right?
How about when I ...
1
vote
1answer
62 views
What is the correct way to seperate (react) view from state?
I would like to know the correct implementation to declare game logic and view logic:
I see 3 ways of implementing this:
1.Storing (eg writing preprocessing to store the change to a property) ...
0
votes
1answer
115 views
Entity's FSM and exposing internals of the entity
I'm trying to implement FSM according to Programming Game AI by Example, it is a pretty standard and straightforward FSM that goes like similarly to this (some stuff omitted and translated from C++ to ...
0
votes
1answer
1k views
How to manage input state in Unity3D?
In Unity3D how do I manage input among many components, especially in relation to "blocking" input messages to certain components?
To make my question clear, an example:
Component 1: Input Manager
...
8
votes
4answers
255 views
Sending state diffs (deltas) and unreliable connections
We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop.
The state updates are broadcasted using unreliable UDP.
...
0
votes
1answer
135 views
How to handle Gameflow and Progression
Iam building my own 2D Engine and i try to handle the Progression of my Character.
For Example when the Player got an special Item an Door opens or when he talks with someone and got an Item the ...
0
votes
1answer
119 views
watching for changes in object state
I'd like to know what others do to watch for changes in object states while the game is running.
Say you have an object and that object has a timer. The timer completes. What is the best way to know ...
2
votes
1answer
113 views
Using an FSM, how do you clean up state related attributes that may be used from several states?
I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS.
I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
3
votes
1answer
1k views
Fuzzy State Logic or Finite State Machine for AI
My question is regarding the use of fuzzy state logic and finite state machine with AI. What I would like to know is what the key benefits are for both and also some examples of situations where you ...
-2
votes
2answers
272 views
Rendering structure [closed]
my question is "What is the best way to structure rendering code".
Is it better to make a class with a render function that iterates through all game objects
based on there name or type and have no ...
4
votes
1answer
172 views
Game State and Configuration via Events
Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
7
votes
4answers
651 views
Simultaneous game states
I think I understand the basic idea behind a Finite State Machine-based game loop. But I'm trying to write a little game in which the same object can simultaneously be in multiple, independent states. ...
5
votes
1answer
289 views
Design to handle logic within a state
I am designing a new game and I am trying out the entity-component design where entities are comprised of groups of components holding a bunch of attributes. I also have a stack of 'game states' and ...
1
vote
1answer
72 views
Resynchronize game state on reconnect
Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...
4
votes
2answers
483 views
Game state management: the buck doesn't stop “here” soon enough
I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up:
Suppose hypothetically I ...
12
votes
2answers
6k views
Game state and input handling in component-based entity systems
My question is:
How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around?
So the design of my entity system means that when an entity needs ...
1
vote
1answer
109 views
Drawing sprites messes up my model in XNA4
I have a model which draws correctly in XNA4.
However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering
model is ...
14
votes
2answers
2k views
Design of a turn-based game where actions have side-effects
I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
1
vote
2answers
217 views
persistence of objects between game states
What are the possible ways of sharing different objects between game states and how do other engines implement such system?
Lets say a game has a couple of states (a menu state and a game state for ...
3
votes
1answer
811 views
Change the tilemap shown on stage in Flixel
I am building a simple platformer using Flixel, beginning with the source code from Flixel creator's EZPlatformer . I would like to adjust the level's tilemap when the player sprite enters/overlaps ...
2
votes
1answer
67 views
extrapolating object state based on updates
I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains
x,y,z ...
7
votes
3answers
2k views
How to update entity states and animations in a component-based game
I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states.
I don't want to have an ...