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**Describe the bug**
The workspace state is not updated after the Docker host machine running the workspaces is restarted.
This exposes the issue of handling the workspace state that must be revisit…
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State machines for animations are easy to handle: when the current animation is finished (reaches the last frame) it emits a signal or calls the next state choosing from the list of possible next stat…
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**Description:**
The Finite State Machine (FSM) design pattern is a behavioral design pattern used to model the behavior of a system that can be in one of a finite number of states. The system transit…
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# Log compaction for hybrid state machines
## Overview
A hybrid state machine is a state machine that keeps some of its state in memory
and some of its state, typically payload data, in the Raf…
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### Problem Description
Ships are currently governed by a large set of booleans and target-pointers to determine what a ship is doing and that get evaluated each frame. I feel that moving to state-…
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Adding solid functions to the player.
We need :
- Attacks + Cooldowns
- state machine to halt input/events/animations as needed
- Create a generic "Stats" class that can be used for players & enemi…
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### Documentation Link
https://registry.terraform.io/providers/hashicorp/aws/latest/docs/resources/sfn_state_machine#logging_configuration-configuration-block
### Description
In documentation, `log…
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Hello! :)
Short background on what I'm working on:
I have a multiscreen setup on a wall where each monitor is attached to a single computer. The idea is to have a dynamic background animation that…
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The CfP has many stages/modes (open, closed, invite only, edit only) and these often want to be managed independently for different types (e.g. talks & workshops often close earlier than performances)…
SamLR updated
1 month ago
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Currently our state machines exist as a flat structure
```
{
[GameStates.START_GAME]: this.startGame,
[GameStates.START_ROUND]: this.startRound,
[GameStates.START_PASS]: this.startPass,
…