Hello everyone,
first off: thanks for writing such a great book Mike and Rez!
second:
Is there a specific reason for not handling changes of the game state via events?
Also I have thought about/tried to introduce a GameState class into the engine. The more i progress on that effort, the more obsolete becomes the GameLogic it seems. Like there's really only one state - "ingame" - where I need to keep track of Actors. The rest is menus, splash screens, cut scenes etc. so that GameLogic becomes a StateManager. Is there any reason not to take this approach?
And a general question to everyone: How are you going about managing and animating state changes?
In terms of GCC I'm using the Processes to animate ScreenElements flying in/popping into existence. (btw: I'm quite amazed by the SC2 menus, seems more like a fancy browser than anything else)
Hopefully you're all having a fun day!
~Peachboy
first off: thanks for writing such a great book Mike and Rez!
second:
Is there a specific reason for not handling changes of the game state via events?
Also I have thought about/tried to introduce a GameState class into the engine. The more i progress on that effort, the more obsolete becomes the GameLogic it seems. Like there's really only one state - "ingame" - where I need to keep track of Actors. The rest is menus, splash screens, cut scenes etc. so that GameLogic becomes a StateManager. Is there any reason not to take this approach?
And a general question to everyone: How are you going about managing and animating state changes?
In terms of GCC I'm using the Processes to animate ScreenElements flying in/popping into existence. (btw: I'm quite amazed by the SC2 menus, seems more like a fancy browser than anything else)
Hopefully you're all having a fun day!
~Peachboy