[Bf-committers] BGE improvements: States and state engine

Hamed Zaghaghi hamed.zaghaghi at gmail.com
Thu Jun 12 03:47:28 CEST 2008


Hi ben,

I can help you, specially in adding a node editor option for designing
states.

--hamed

On Thu, Jun 12, 2008 at 12:02 AM, Benoit Bolsee <benoit.bolsee at online.be>
wrote:

> Hi Kent,
>
> I know that a state engine system like you describe is already possible
> but it becomes messy very quickly because you have all these connections
> between bricks crossing each other. The only sensible way to build a
> state engine of a certain complexity with the current system is to code
> it in a single big Python controller, but that's not user friendly for
> non programmers.
>
> The main goal of the improvement is
> 1) readability: the GUI allows you to display only the
> controllers/sensors/actuators that are linked together in a state and
> not just all or nothing as today. An overal vue of the state engine is
> also very useful.
> 2) user friendly: state engine implementation becomes accessible to
> non-programmer.
> 3) performance: disabling sensors of inactive states saves CPU.
>
> I forgot to mention that there is another enhancement that is needed for
> the Apricot project: support for shape keys in the Game Engine. I'll try
> to do that as well.
>
> Benoit
>
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-- 
Hamed Zaghaghi,
MSc. Student of Algorithms and Computation,
Engineering Science Department, University of Tehran
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