Geheeb, Julian Supervisor: Prof. Gudrun Klinker Advisor: Dyrda, Daniel (@ga67gub) Submission Date: [created]
Using state charts for behavior specification in video games could bring many advantages for the developing process. If state charts are usable in a real time context, designing and prototyping behavior for in-game characters can be decoupled from programming, giving the developers more time to implement features and enable the designers to be more independent. In this thesis, we investigate the question of whether an implementation of state charts is viable in this context or not. We implement a system in C# that optimizes state transitions of a simple version of state charts based on data-oriented design principles. We then test the system and compare it to the performance of the Unity-Animator, which is a similar tool based on simple state machines. We discuss the results and come to the conclusion that further refinement and implementation of more features could result in a helpful tool for game development, as the results look promising.
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