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Both examples in https://github.com/proptest-rs/proptest/tree/master/proptest-state-machine/examples seem to be infinite state machines.
I'm trying to use proptest for a finite state machine, but I…
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- Setup state machine
- Motorcontroller
- Systemhandler
- CbComHandler
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It should be "easy" to add AI to the game. Or at least there should be as few barriers as possible. We could probably implement basic states for enemies like chasing the player or a customizable targe…
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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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# 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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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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### 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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### Describe the bug
The policy generated in case of ECS tasks trigger in a state machine are of this type:
```
{
"Action": "ecs:RunTask",
"Resource": [
"arn:aws:ecs:eu-central-1:xxxx:t…
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As it looks like, the verifiable flag affects the state machine generator. Therefore, when debugging verifiable state machines, the debugger behaves differently, as some traces seem to be missing.
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> UnityHFSM Version: 2.1.0
When a state machine is nested inside another state machine, the `StateMachine.StateChanged` event of the parent (root) machine will not be called for any state changes i…