UnrealScript is a language that is specificially designed to create state machines (in unreal tournament). I think we might find a lot of ways to improve our state machine system if we take a deep dive into unrealscript (and maybe even write a bit in our codebase). Professor Riedl knows Unreal Script, maybe he could give us a few tips (and maybe even take a look at our implementation).
This is a long term tracking issue (and probably no one cares but me :smile:)
Right now this is what I know
[ ] US makes it very, very easy to create states and transitions
[ ] US puts every single state machine in it's own thread, allowing each state machine to infinite loop if it needs to (to possibly simplify design)
[ ] US (I think) has heiarchical state machines. I think we already implement this in our play system via the subbehavior mechanic.
More things are definetly possible, but we need to learn unrealscript to find them out!
Yah, this is a cool idea but we have much important things to do (pretty much forever). So I'm closing this. Feel free to reopen if you find this interesting.
UnrealScript is a language that is specificially designed to create state machines (in unreal tournament). I think we might find a lot of ways to improve our state machine system if we take a deep dive into unrealscript (and maybe even write a bit in our codebase). Professor Riedl knows Unreal Script, maybe he could give us a few tips (and maybe even take a look at our implementation).
This is a long term tracking issue (and probably no one cares but me :smile:)
Right now this is what I know
More things are definetly possible, but we need to learn unrealscript to find them out!