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Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Jul 26, 2016 at 6:23 vote accept ronscript
Jul 25, 2016 at 19:55 comment added Applekini If you wish to not use GdxAi's states I would recommend using Enums. (GdxAi recommend this themselves! Take a look at the first bullet point under "IMPORTANT NOTES" on their official wiki.)
Jul 25, 2016 at 19:51 history edited Applekini CC BY-SA 3.0
Added link to related question and added an example as per the author's request.
Jul 25, 2016 at 19:36 comment added ronscript what do you recommend to use in StateComponent, integer of state/states or an enum of state/states?
Jul 25, 2016 at 19:31 comment added ronscript You could edit and make a brief explanation about StateComponent and StateSystem, so I could mark this as an answer.
Jul 25, 2016 at 19:29 comment added ronscript That's the word I want others to metion, That using StateComponent and StateSystem is better. I have these in my mind, but still having doubts because FSM states and states could make a redundant data.
Jul 25, 2016 at 19:27 comment added Applekini Exactly. In fact, you should maybe even have a StateComponent and StateSystem have those store your entities state as well (if you don't already have it set up like this).
Jul 25, 2016 at 19:18 comment added ronscript So are you saying that, you recommend useing FSM states as state only and handle the data logic purely to the ECS system.
Jul 25, 2016 at 19:11 history answered Applekini CC BY-SA 3.0