3 ms·
For something engineered, sure. However if you're working with designers who don't have a lot of formal education it's much easier to convey the concept of a f
by vvanders 11y ago
For something engineered, sure.
However if you're working with designers who don't have a lot of formal education it's much easier to convey the concept of a function that "pauses" where yield() happens.
Also quite a bit of gameplay code ends up as throw-away so being able to quickly put behaviors together is a plus.
- striking 11y agoYou're saying a tree of FSM states is more difficult to convey than linearized coroutine code, with emphasis on informal programmers/designers? You may want to take a look at visual FSM solutions, which do what you specify and more, easily. You're not even wrong. https://unity3d.com/learn/tutorials/modules/beginner/animation/animator-scripting https://unity3d.com/learn/tutorials/modules/beginner/animati..., for an example in an Animation program