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  state machine vs hierarchy architecture  (Read 1025 times)
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Offline Serethos

Junior Member




Java games rock!


« Posted 2004-10-08 07:56:46 »

being very new to j2me game development there is a question which im very interested in:

i read a few source codes where the separation of the game logic (e.g. Menu -> game -> highscore -> setting etc) is solved over large state machines and masses of constants.
so for every repaint a switch-tree decides which of the 20 states to choose (i even saw scripted tutorials working over very much of those states).

i know that most people do this for performance reasons, to save resources avoiding lots of meta-classes and interfaces.
but im really wondering if it wouldnt be better in performance (and without doubt in readability) to use a flat hierarchy for the main states, like in desktop games:
an actualGameState object which carries the menu, or the game and so on.  this would save lots of teh state comparisons ...

some opinions of more experienced mobild programmers ? Smiley
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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