Timeline for Handling data logic on libgdx ai state machine or in ashley system?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |