Author Topic: Managing FSMs  (Read 676 times)


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Managing FSMs
« on: April 05, 2014, 11:08:29 AM »
I'm prototyping a rather complex AI, and I don't want to have every FSM I may need attached at all times.  Even then, it'll still have a handful at any one time.  Before I really get any further, I'm looking for tips on:

A.  How to specify a certain <PlaymakerFSM> in C#, since FSMs will be added and removed dynamically.

B.  Any special considerations I should keep in mind.