Is it ok to have state-wide conditions in a Finite State Machine? Or does that defeat the purpose?

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  • hsm

    C++ framework library to simplify state-driven code (by amaiorano)

  • Finally you can make a more complete Hierarchical (or Nested) State Machine, which allows you to have states within states. This is what we've done in several games I've worked on. This can allow reusing states in multiple contexts, such as being in an Idle state that pushes a Targeting state, or in a Running state that also pushes the Targeting state. You are then considered in all of the states on your state stack. This is tricky to implement right though and needs careful design, but used correctly can be extremely powerful. I'm aware of a C++ HSM library that I can recommend ( https://github.com/amaiorano/hsm ), but there's probably other good ones out there.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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