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Gamedev Experiments

A collection of gamedev experiments cut down to small digestible projects · By Pigdev

A clean, usable state machine implementation

A topic by BackAt50Ft created Jun 27, 2020 Views: 295 Replies: 2
Viewing posts 1 to 2

As you may or may not know, I hate state machines. I think they're ugly code typically wrapped with too much abstraction, which leads to bad design. I'd like to have a clean implementation where I don't have to worry about states interfering with each other and that type of thing. If possible, I'd prefer to do this in custom resources rather than directly in the scene tree, but if it's not possible or not practical, then in the scene tree itself is absolutely fine. 

We’re in the same boat, brother. State machines are a nightmare to me, even tho I’ve got over them recently…

Anyway, I’ll make my research and see if I can come out with something. Thanks a lot for the suggestion!

It's okay if not! I do think there's a lot to be learned from Securas' implementation found here: https://github.com/securas/SealedBite/