Re:Why Developers Never Use State Machines (2011)
by jjjensen90 on Tuesday February 27, 2018 @12:40AM
(#16471320)
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.
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Re:Why Developers Never Use State Machines (2011)
by PeterisP on Tuesday February 27, 2018 @06:04AM
(#16472476)
The "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.
Re:Why Developers Never Use State Machines (2011)
by vvanders on Tuesday February 27, 2018 @12:29PM
(#16475674)
The 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/AnimTreeEditorUserGu...
[2] https://docs.unrealengine.com/udk/Three/KismetUserGuide.html