I’m looking for an advanced game state manager. I’m currently using a single array stack-based state manager, where only the last state gets updated, input etc. But I can’t implement Command Console or Profiler Output as states, because neither should stop update for the previous state and both need to get updated. Plus Command Console must takeover input.
Yes I know you can hardcore implement both. But I want to integrate without treating them as special, just as any other state.
I need your help.
Beyond Game States
Started by gentleman, Oct 28 2007 08:09 PM
1 reply to this topic
#1
Posted 28 October 2007 - 08:09 PM
#2
Posted 29 October 2007 - 01:45 AM
In C I usually do state machines with a switch statement. Internally these usually optimize to an array of function pointers or, better still, a jump table.
-edit-
Do you mean the BYOND game engine or something? I don't understand the title of this post.
-edit-
Do you mean the BYOND game engine or something? I don't understand the title of this post.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users











