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Definitely true for gamedev in my experience. I don't think I've worked in a game code base of nontrivial size without seeing some implementation of state machi
by jjjensen90 9y ago
Definitely true for gamedev in my experience. I don't think I've worked in a game code base of nontrivial size without seeing some implementation of state machines.
- PeterisP 9y agoThe "some implementation" probably is part of the problem - if there was a good generic implementation included in the standard library so that it could and would be used in language tutorials (especially in languages where rolling nice state machine code is tricky), then developers would use them much more.
- vvanders 9y agoThe problem with that is each system has slightly different requirements. Scripting state machines vs animation state machines are going to have very different constraints and end-goals. [edit] For example here is UE3's anim tree[1] editor vs Kismet[2]. [1] https://docs.unrealengine.com/udk/Three/AnimTreeEditorUserGuide.html https://docs.unrealengine.com/udk/Three/AnimTreeEditorUserGu... [2] https://docs.unrealengine.com/udk/Three/KismetUserGuide.html https://docs.unrealengine.com/udk/Three/KismetUserGuide.html