This project is read-only.


  • Entry actions
  • Exit actions
  • Transition actions (executed after all exit actions and before all entry actions)
  • Extremely fast (5 million state changes per second on a modern desktop system)
  • NO allocation of reference types to avoid creating memory pressure (which is critical for games which cannot afford garbage collection at the wrong time).
  • Derived class determines the event type which can be anything from an int to a string to an arbitrary struct or even a class.
  • Derived class dictates the values for the required built-in events, unlike many implementations which reserve certain values for such use.
  • Everything in the base class is protected rather than public so it's up to your derived class to decide what, if anything, to expose as public.

Last edited Feb 26, 2013 at 5:31 AM by MikeRiedel, version 1


No comments yet.