Working on an Hierarchical State Machine System for CAVE!


The goal is to allow you to easily create complex AI Logic for Enemies, NPCs, or literally anything else that could benefit from a system like that.
Each state runs code on enter, on update and on exit and can have multiple transitions to other states. The transitions do have a rule (script) that you can write to determine if it will happen or not and they also have priority, in case multiple transition rules are met at the same time. Last but not least, the system is hierarchical and recursive, which means that each state can have child states and it goes on and on.
You will be able to create and write the logic for the SM using the new State Machine Asset, then instantiate it to your Entity using a State Machine Component. State Machines can also have python properties (like the entities) and those can be accessed and locally modified in the State Machine Component.
Still work in progress, but it's almost guaranteed that it will make it to Cave 1.3.
Replies (3)

very nice, cant wait it !

Really a "must have"! ππ»
Thanks! π

More great features. Thanks for the hard work, man.