this Loadup PureMVC util seems like an overly complex StateMachine. Dunno if I want to make the effort.
November 2, 2024 at 7:40 PM
this Loadup PureMVC util seems like an overly complex StateMachine. Dunno if I want to make the effort.
Okay its 2025 I AM MAKING THIS GAME THIS YEAR GODS DAMNIT
we have movement and cam controls now in the godot version of Scalepact. I even have a working statemachine set up.
I now need to get animations working again
we have movement and cam controls now in the godot version of Scalepact. I even have a working statemachine set up.
I now need to get animations working again
January 3, 2025 at 7:47 PM
Okay its 2025 I AM MAKING THIS GAME THIS YEAR GODS DAMNIT
we have movement and cam controls now in the godot version of Scalepact. I even have a working statemachine set up.
I now need to get animations working again
we have movement and cam controls now in the godot version of Scalepact. I even have a working statemachine set up.
I now need to get animations working again
蛍光表示管時計の状態を管理するためにMicroPythonでStateMachineクラスを設計中
これまで作ってきたStateMachineは辞書で状態を記憶させてたけど、背伸びしてクラス実装にチャレンジ
色々調べたところpropertyデコレータを使うと堅牢で理想的な構造にできそうだったので採用
クラスもデコレータも食わず嫌いだったけど、今のところハマりポイントもなく使えている
慣れれば怖くない、慣れれば怖くない…
#電子工作
これまで作ってきたStateMachineは辞書で状態を記憶させてたけど、背伸びしてクラス実装にチャレンジ
色々調べたところpropertyデコレータを使うと堅牢で理想的な構造にできそうだったので採用
クラスもデコレータも食わず嫌いだったけど、今のところハマりポイントもなく使えている
慣れれば怖くない、慣れれば怖くない…
#電子工作
March 25, 2024 at 4:03 PM
蛍光表示管時計の状態を管理するためにMicroPythonでStateMachineクラスを設計中
これまで作ってきたStateMachineは辞書で状態を記憶させてたけど、背伸びしてクラス実装にチャレンジ
色々調べたところpropertyデコレータを使うと堅牢で理想的な構造にできそうだったので採用
クラスもデコレータも食わず嫌いだったけど、今のところハマりポイントもなく使えている
慣れれば怖くない、慣れれば怖くない…
#電子工作
これまで作ってきたStateMachineは辞書で状態を記憶させてたけど、背伸びしてクラス実装にチャレンジ
色々調べたところpropertyデコレータを使うと堅牢で理想的な構造にできそうだったので採用
クラスもデコレータも食わず嫌いだったけど、今のところハマりポイントもなく使えている
慣れれば怖くない、慣れれば怖くない…
#電子工作
🚨MAJOR RELEASE ALERT 🚨
Today we are launching BESSER v.4, with some massive improvements 👏🥳🎉:
✅ Project management: create new #modeling projects comprising different types of diagrams (#classdiagram, #statemachine, #objectdiagram...) in our #online #modeling #editor
(1/3)
Today we are launching BESSER v.4, with some massive improvements 👏🥳🎉:
✅ Project management: create new #modeling projects comprising different types of diagrams (#classdiagram, #statemachine, #objectdiagram...) in our #online #modeling #editor
(1/3)
BESSER Web Modeling Editor
editor.besser-pearl.org
July 16, 2025 at 7:04 AM
🚨MAJOR RELEASE ALERT 🚨
Today we are launching BESSER v.4, with some massive improvements 👏🥳🎉:
✅ Project management: create new #modeling projects comprising different types of diagrams (#classdiagram, #statemachine, #objectdiagram...) in our #online #modeling #editor
(1/3)
Today we are launching BESSER v.4, with some massive improvements 👏🥳🎉:
✅ Project management: create new #modeling projects comprising different types of diagrams (#classdiagram, #statemachine, #objectdiagram...) in our #online #modeling #editor
(1/3)
StateMachine 추가하고
캐릭터 로직도 안 꼬이고
응용해서 게임 상태도 관리중
캐릭터 로직도 안 꼬이고
응용해서 게임 상태도 관리중
May 18, 2025 at 8:09 AM
StateMachine 추가하고
캐릭터 로직도 안 꼬이고
응용해서 게임 상태도 관리중
캐릭터 로직도 안 꼬이고
응용해서 게임 상태도 관리중
simplified lazy statemachine/generator prototype
October 28, 2024 at 10:43 PM
simplified lazy statemachine/generator prototype
Today I needed to update an ASCII statemachine diagram. After failing to do so manually, I had a search, and found this wonderful GraphViz -> ASCII tool which was exactly what I needed! dot-to-ascii.ggerganov.com
January 25, 2025 at 10:48 AM
Today I needed to update an ASCII statemachine diagram. After failing to do so manually, I had a search, and found this wonderful GraphViz -> ASCII tool which was exactly what I needed! dot-to-ascii.ggerganov.com
As Kitty Cat Castle continues to take shape, I paused to refactor the code for the enemy saucer.
Instead of a tangle of stateful vars, like `is_arriving`, `is_dropping_minions`, `is_collecting_sardine`, etc., I've migrated to a finite state machine.
SO MUCH CLEANER.
#godot #gamedev #indiedev
Instead of a tangle of stateful vars, like `is_arriving`, `is_dropping_minions`, `is_collecting_sardine`, etc., I've migrated to a finite state machine.
SO MUCH CLEANER.
#godot #gamedev #indiedev
September 4, 2025 at 1:29 PM
Working on my first AI #statemachine system in #Godot has been a relatively small but eye-opening challenge. So many separate parts that make up the whole network of logic. And if even ONE bit is off, it doesn't function. 😆
#DevLog #fps #retro #wolfenstein
filmgamerj.itch.io/maximus-and-...
#DevLog #fps #retro #wolfenstein
filmgamerj.itch.io/maximus-and-...
July 24, 2025 at 2:30 AM
Working on my first AI #statemachine system in #Godot has been a relatively small but eye-opening challenge. So many separate parts that make up the whole network of logic. And if even ONE bit is off, it doesn't function. 😆
#DevLog #fps #retro #wolfenstein
filmgamerj.itch.io/maximus-and-...
#DevLog #fps #retro #wolfenstein
filmgamerj.itch.io/maximus-and-...
URP版VRMViewMeisterでモーションのシステムを大幅更新を目指し、なるべくゲームエンジン標準のアニメーションを採用するということで、Unity版ではPlayable APIを覚えることにした。これなら面倒そうなStateMachineとか使わずに動的に構成できそう。
zenn.dev/allways/arti...
zenn.dev/allways/arti...
Unity Playable API を使いこなす
zenn.dev
November 17, 2024 at 1:49 PM
URP版VRMViewMeisterでモーションのシステムを大幅更新を目指し、なるべくゲームエンジン標準のアニメーションを採用するということで、Unity版ではPlayable APIを覚えることにした。これなら面倒そうなStateMachineとか使わずに動的に構成できそう。
zenn.dev/allways/arti...
zenn.dev/allways/arti...
It is really easy to use as it is perfectly typed, but here's an example
January 8, 2025 at 9:22 PM
It is really easy to use as it is perfectly typed, but here's an example
Score twice and improve #CustomerSatisfaction and #InternalEfficiency through the Spryker OMS tool #1: The #StateMachine
https://hubs.ly/H09WMYh0
https://hubs.ly/H09WMYh0
November 21, 2024 at 8:26 AM
Score twice and improve #CustomerSatisfaction and #InternalEfficiency through the Spryker OMS tool #1: The #StateMachine
https://hubs.ly/H09WMYh0
https://hubs.ly/H09WMYh0
Question for Godot devs. Working on my first game and I have a section where the user inputs text into an old school terminal. How would you handle unique input steps such as creating a username/password and searching a site, ect? Currently I am using a statemachine but its getting bloated.
March 19, 2025 at 2:46 AM
Question for Godot devs. Working on my first game and I have a section where the user inputs text into an old school terminal. How would you handle unique input steps such as creating a username/password and searching a site, ect? Currently I am using a statemachine but its getting bloated.
Building out the state machine in this test is interesting, each character has a set of moves but figuring out solutions to the problems such as looking right/left and what animations can work without doubling up is fun. #rive #characteranimation #statemachine
December 19, 2024 at 2:42 PM
Building out the state machine in this test is interesting, each character has a set of moves but figuring out solutions to the problems such as looking right/left and what animations can work without doubling up is fun. #rive #characteranimation #statemachine
I was messing with the same register at the other end because I was using autopush, and wanted to detect when the autopush had occured. Some parts of it, like jmp_pin can be set in the StateMachine constructor
February 13, 2025 at 3:44 AM
I was messing with the same register at the other end because I was using autopush, and wanted to detect when the autopush had occured. Some parts of it, like jmp_pin can be set in the StateMachine constructor
📦 spryker/cakephp-statemachine 2.0.3
CakePHP StateMachine Plugin
🔗 https://github.com/spryker/cakephp-statemachine
CakePHP StateMachine Plugin
🔗 https://github.com/spryker/cakephp-statemachine
August 14, 2025 at 5:59 PM
📦 spryker/cakephp-statemachine 2.0.3
CakePHP StateMachine Plugin
🔗 https://github.com/spryker/cakephp-statemachine
CakePHP StateMachine Plugin
🔗 https://github.com/spryker/cakephp-statemachine
For a robust state machine in Godot, consider using a combination of node signaling and enums for seamless transitions. Utilize custom nodes for each state's logic, keeping it organized and easy to maintain. Don't forget to incorporate helpful debug tools! 🎮🔄 #GameDev #Godot #StateMachine #NodeUsage
December 4, 2024 at 3:19 PM
For a robust state machine in Godot, consider using a combination of node signaling and enums for seamless transitions. Utilize custom nodes for each state's logic, keeping it organized and easy to maintain. Don't forget to incorporate helpful debug tools! 🎮🔄 #GameDev #Godot #StateMachine #NodeUsage
Yup yup! I like it because it means I can group similar groups under a dumb container node:
Player (Enity)
+Components (dumb Node)
--InventoryComponent
--CraftingComponent
--StateMachine
----PlayerControlledState
----PlayerCraftingState
Cont...
Player (Enity)
+Components (dumb Node)
--InventoryComponent
--CraftingComponent
--StateMachine
----PlayerControlledState
----PlayerCraftingState
Cont...
November 26, 2024 at 6:11 PM
Yup yup! I like it because it means I can group similar groups under a dumb container node:
Player (Enity)
+Components (dumb Node)
--InventoryComponent
--CraftingComponent
--StateMachine
----PlayerControlledState
----PlayerCraftingState
Cont...
Player (Enity)
+Components (dumb Node)
--InventoryComponent
--CraftingComponent
--StateMachine
----PlayerControlledState
----PlayerCraftingState
Cont...
[Looking for Feedback]: I Made this StateMachine Lib! https://old.reddit.com/r/csharp/comments/1mfzmdu/looking_for_feedback_i_made_this_statemachine_lib/
#csharp #dotnet
#csharp #dotnet
August 2, 2025 at 8:03 PM
[Looking for Feedback]: I Made this StateMachine Lib! https://old.reddit.com/r/csharp/comments/1mfzmdu/looking_for_feedback_i_made_this_statemachine_lib/
#csharp #dotnet
#csharp #dotnet
Van-14 Statemachine for the pixel animations. I must say that im happy using Paper ZD plugin instead of doing this by code. But I also had to start colocoding the End transitions, it is getting out of hand ... just a tad
September 15, 2023 at 6:52 PM
Van-14 Statemachine for the pixel animations. I must say that im happy using Paper ZD plugin instead of doing this by code. But I also had to start colocoding the End transitions, it is getting out of hand ... just a tad
My initial thought was to make the spooder form permanently active when you put on the helm. But like you can still fight normally and jump and stuff, but also scuttle around on the walls.
Then I realised I'd have to make an entire statemachine just for one rare helm and was like nah 😂.
Then I realised I'd have to make an entire statemachine just for one rare helm and was like nah 😂.
July 4, 2025 at 11:32 AM
My initial thought was to make the spooder form permanently active when you put on the helm. But like you can still fight normally and jump and stuff, but also scuttle around on the walls.
Then I realised I'd have to make an entire statemachine just for one rare helm and was like nah 😂.
Then I realised I'd have to make an entire statemachine just for one rare helm and was like nah 😂.
年度末で忙しかったけど落ち着いてきたので蛍光表示管時計開発再開
StateMachineクラスに遷移条件のリスト(状態遷移表)を保存しておいてスキャンの度にevalで評価するようにした
これでメインループ内がかなりスッキリした
次は蛍光表示管に任意のキャラクタを表示させる機能を実装しよう
#電子工作
StateMachineクラスに遷移条件のリスト(状態遷移表)を保存しておいてスキャンの度にevalで評価するようにした
これでメインループ内がかなりスッキリした
次は蛍光表示管に任意のキャラクタを表示させる機能を実装しよう
#電子工作
April 4, 2024 at 3:29 PM
年度末で忙しかったけど落ち着いてきたので蛍光表示管時計開発再開
StateMachineクラスに遷移条件のリスト(状態遷移表)を保存しておいてスキャンの度にevalで評価するようにした
これでメインループ内がかなりスッキリした
次は蛍光表示管に任意のキャラクタを表示させる機能を実装しよう
#電子工作
StateMachineクラスに遷移条件のリスト(状態遷移表)を保存しておいてスキャンの度にevalで評価するようにした
これでメインループ内がかなりスッキリした
次は蛍光表示管に任意のキャラクタを表示させる機能を実装しよう
#電子工作