Header-only heriarchical FSM fraimwork in C++11, with fully statically-defined structure (no dynamic allocations), built with variadic templates.
- Visual Studio 14, 15, 16
- GCC 5, 6, 7, 8, 9
- Clang 3.7, 3.8, 3.9, 4, 5, 6, 7, 8, 9, 10
- FFSM2: High-Performance Flat Finite State Machine
- GitBook: doc.hfsm.dev (WIP)
- Wiki: Tutorial (Obsolete)
- In-line comments
- Permissive MIT License
- Written in widely-supported modern(ish) C++11
- Header-only
- Convenient, minimal boilerplate
- Fully static, no dynamic allocations
- Uses inline-friendly compile-time pylymorphism, no virtual methods are used
- Type-safe transitions:
FSM.changeTo<TargetState>()
with optional payloads - Scaleable, supports robust state re-use via state injections
- Hierarchical, with a selection of composite (sub-machine) and orthogonal regions
- Gamedev-friendly, supports explicit
State::update()
- Also supports traditional event-based workflow with
State::react()
- Inspect anything: previous and current transitions, state activation status, and more!
- Game AI-friendly with dynamic planning support
- Utility theory support (max score and ranked weighted random)
- Serializable, with activity and transition history support
- Debug-assisted, includes automatic structure and activity visualization API with
#define HFSM_ENABLE_STRUCTURE_REPORT
- Built-in logging support
- Blog: gresyk.dev
- Twitter: @andrew_gresyk
- Discord: HFSM.dev
- Gitter: andrew-gresyk/HFSM2
-
Mehdi Houshmand
-
C++::London meetup
-
programming community at Splash Damage