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(Opening up new issue discussed last time here).
Regarding hierarchical state machines, have a look at how android does it here: https://github.com/android/platform_frameworks_base/blob/master/core/j…
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Hello!
Thanks for this nice project and well documented!
I didn't tried it yet, I'm learning how could I use it.
I am trying to implement the following hierarchical state machine, that I will try e…
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I think that hierarchical state machines could be implemented quite elegantly with this framework by using state data which is simply another state machine. Right now, it would be on the user to hand…
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I think SML could have more features on the frontend when it comes to HSM support, because the user can only define transitions within the current compound state - there is now way to nest states in o…
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Currently, hierarchical state machines are supported by both language syntaxes in the form of composite states. As far as I know, composite states work as intended, and are correctly exported into the…
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Great job for YAFSM for godot.
Ideally, Godot YAFSM can import (e.g. json or xml format) FSM file from other Hierarchical/Nested viewers.
Here is an interesting idea to deal with nested FSM
!…
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Looks like the best way to implement AIs is probably a finite state machine. Found an interesting article about different ways to implement it here: https://gameprogrammingpatterns.com/state.html.
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The title says it all. Can composite state machines be used to model hierarchical ones?
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could build on top of FSM a layer of hierarchy to deal with trials. then we wouldn't need "targ_transition" states to track how many times things have been presented, and it would make it easier to ha…