Philipp Kolhoff—KING Art
Jörn Loviscach—Hochschule Bremen
Finite state machines (FSMs) have become commonplace in game programming [Fu04]. Their uses range from simple game logic to complex behavior of non-player characters (NPCs). However, FSMs have a tendency to confront the programmer with an explosion of states and to become heavily entangled with other parts of the game code. Harel’s statecharts provide some much-needed improvements over FSMs that help to alleviate these problems [Harel87].
Many game programming scenarios that stretch FSMs to their limits can be formulated with statecharts in a tidy and intuitive fashion. ...