State Machine

This project implements the state design pattern through a finite state machine, with the goal of preventing an actor from being in two distinct states and providing clear transitions between them.

This project is based on the tutorial from Bob Nystrom's Game Programming Patterns which included a simple 4-state fsm.

This is expanded by including three more states, custom models, and Vertex Animations sourced from Houdini fluid simulations through VATs.

 

Live example of the project, clicking in allows user to explore various states with the listed controls.

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Game Architecture: Abstract Factory

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Game Architecture: Spatial Partition - Unity DOTS