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	<title>Comments on: Entity State Machine in 60 Seconds or Less</title>
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	<link>http://www.gamepoetry.com/blog/2008/12/12/entity-state-machine-in-60-seconds-or-less/</link>
	<description>The art, science and business of independent game development</description>
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		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/12/12/entity-state-machine-in-60-seconds-or-less/comment-page-1/#comment-152</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Fri, 19 Dec 2008 01:27:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/blog/?p=91#comment-152</guid>
		<description>&lt;p&gt;I&#039;ve been considering a few approaches that manage the data for the different states. The problem, though, is that it quickly devolves into something that loses a lot of the conciseness of the original solution which is bad.&lt;/p&gt;

&lt;p&gt;I feel like there is a solution there and I&#039;m grasping but it just sifts through my fingers.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>I&#8217;ve been considering a few approaches that manage the data for the different states. The problem, though, is that it quickly devolves into something that loses a lot of the conciseness of the original solution which is bad.</p>

<p>I feel like there is a solution there and I&#8217;m grasping but it just sifts through my fingers.</p>]]></content:encoded>
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		<title>By: Squize</title>
		<link>http://www.gamepoetry.com/blog/2008/12/12/entity-state-machine-in-60-seconds-or-less/comment-page-1/#comment-118</link>
		<dc:creator>Squize</dc:creator>
		<pubDate>Wed, 17 Dec 2008 22:17:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/blog/?p=91#comment-118</guid>
		<description>&lt;p&gt;Check me out posting a comment about my own words on a different site, that&#039;s how important I think I am ;)&lt;/p&gt;

&lt;p&gt;Thanks for your kind words about the state machine approach mate. I&#039;ve said it a load of times since actually writing that though, that I thought everyone did it that way anyway.&lt;/p&gt;

&lt;p&gt;You raise a really good point about passing data. For example if you&#039;re passing a timestamp to a instance every frame, that&#039;s all well and good when that instance needs to know about it ( ie, it&#039;s a space invader, and it&#039;s moving and wanting to sync itself up ) but when the state changes so that info isn&#039;t needed ( The invader is dying, so no movement just animation &#039;til death ) then it is slightly cumbersome.&lt;/p&gt;

&lt;p&gt;When it happens that way, I just swallow it, but secretly hate it. 
At the end of the day, it&#039;s only really bugging me, it&#039;s not doing any harm in the grand scheme of a running game, couple of lost ms, but nothing to worry about, so it&#039;s easier to just secretly hate it :)&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Check me out posting a comment about my own words on a different site, that&#8217;s how important I think I am <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>

<p>Thanks for your kind words about the state machine approach mate. I&#8217;ve said it a load of times since actually writing that though, that I thought everyone did it that way anyway.</p>

<p>You raise a really good point about passing data. For example if you&#8217;re passing a timestamp to a instance every frame, that&#8217;s all well and good when that instance needs to know about it ( ie, it&#8217;s a space invader, and it&#8217;s moving and wanting to sync itself up ) but when the state changes so that info isn&#8217;t needed ( The invader is dying, so no movement just animation &#8217;til death ) then it is slightly cumbersome.</p>

<p>When it happens that way, I just swallow it, but secretly hate it. 
At the end of the day, it&#8217;s only really bugging me, it&#8217;s not doing any harm in the grand scheme of a running game, couple of lost ms, but nothing to worry about, so it&#8217;s easier to just secretly hate it <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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