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Author Topic: its time for: Global FSMs  (Read 4442 times)

Andrew.Lukasik

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its time for: Global FSMs
« on: September 18, 2012, 03:32:23 PM »
Hi guys,
I want to propose this surely not new idea of Global / shared FSM's. Meaning:



Problem it's solving:
I have 20 characters and updating their numerous identical FSM's after any minor change is quite unnecessary necessity.


What do you think?
« Last Edit: September 23, 2012, 12:55:04 PM by Andrew_Raphael_Lukasik »

kiriri

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Re: its time for: Global FSMs
« Reply #1 on: September 19, 2012, 09:51:49 AM »
I like your idea. instanced fsms may really help on large scale things. They may even boost performance by quite a bit if one could couple them with arrays (containing all the objects that should use the fsm).
Until then, you could manually emulate that though, again with arrays :)
Best,
Sven

Andrew.Lukasik

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Re: its time for: Global FSMs
« Reply #2 on: September 21, 2012, 05:53:17 AM »
 Fascinating. I didn't knew that. You mean emulating - as making single FSM that crawl through list of objects and processes/updates their states or something like this? I must admit I have no idea how to do it yet (~coder).
 I presume this is not a master-level concept but yet I think PM would stay consistent if casual users/designers were not asked to learn it in order to achieve this fabulous functionality :)

Andrew.Lukasik

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Re: its time for: Global FSMs
« Reply #3 on: February 02, 2013, 12:40:07 PM »
Public Service Announcement:
To whom that don't know yet - this lovely feature is coming very probably in next release and is enjoyed by beta testers as we speak :D

Lane

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Re: its time for: Global FSMs
« Reply #4 on: February 02, 2013, 12:57:50 PM »
Stop reminding me! I freak out every time someone mentions this and the anticipation is killing me.
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julius

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Re: its time for: Global FSMs
« Reply #5 on: February 12, 2013, 03:39:37 PM »
Yep Love the idea!

I've been finagling my way through using arraymaker to loop though gameobjects to accomplish some of this functionality, but of course if you run any action that lands on an action using every frame or does anything that is not instant it falls apart. Presently I just do the above to effect vars on prefabs that have FSMs.