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  • Oct 25 13:08

    andrew-gresyk on 1_7_3

    (compare)

  • Oct 25 12:04

    andrew-gresyk on experimental

    (compare)

  • Oct 25 12:04

    andrew-gresyk on master

    * fixed strict conformance issu… (compare)

  • Oct 25 12:04
    andrew-gresyk closed #31
  • Oct 25 11:36
    andrew-gresyk opened #31
  • Oct 25 11:35

    andrew-gresyk on experimental

    * fixed strict conformance issu… (compare)

  • Oct 15 18:07

    andrew-gresyk on master

    Update README.md (compare)

  • Oct 14 23:58

    andrew-gresyk on master

    ^ updated styling (compare)

  • Oct 14 20:18

    andrew-gresyk on master

    ^ updated logos (compare)

  • Oct 14 14:07

    andrew-gresyk on master

    Update hfsm-dev-jekyll.png (compare)

  • Oct 14 13:48

    andrew-gresyk on master

    ^ updated logos (compare)

  • Oct 14 08:51

    andrew-gresyk on master

    + added logo border (compare)

  • Oct 14 01:13

    andrew-gresyk on master

    ^ updated design (compare)

  • Oct 14 00:06

    andrew-gresyk on master

    + added logo (compare)

  • Oct 12 20:25

    andrew-gresyk on experimental

    (compare)

  • Oct 12 20:25

    andrew-gresyk on master

    ^ updates from FFSM2 (#30) (compare)

  • Oct 12 20:25
    andrew-gresyk closed #30
  • Oct 12 19:47
    andrew-gresyk synchronize #30
  • Oct 12 19:47

    andrew-gresyk on experimental

    * fixed Accessor (compare)

  • Oct 12 19:15
    andrew-gresyk opened #30
dotkt
@dotkt
hi
is there any way to translate a xmind file into c++ code?
i mean state machine
write state machine code is painful
Andrew Gresyk
@andrew-gresyk
hey @dotkt
I haven't thought of it, but this is an awesome idea
if you want to take on such project - I'll be happy to assist
Alexis Paques
@AlexisTM
@dotkt With HFSM2, making the machine is not that painful ;)
The opposite is also possible, output the StateMachine from C++ code (python, clang & graphviz)
Andrew Gresyk
@andrew-gresyk

@AlexisTM

@dotkt With HFSM2, making the machine is not that painful ;)

<3

The opposite is also possible, output the StateMachine from C++ code (python, clang & graphviz)

Yes. Several people already suggested I wrote a code generator / editor for HFSM2.
That would require a dedicated effort, which is not something I can afford with a full-time job :)
Also, supporting that tool would be an on-going commitment.
That said, if anyone wanted to take on such project - I'd support them (with advice / guidance) to the best of my ability.

Andrew Gresyk
@andrew-gresyk
BTW, I'm working on transition payloads. The API is likely going to look like this:
FSM::Instance::changeWith<TState>(const TPayload& payload)
and
FSM::Instance::changeWith(const StateID stateId, const TPayload& payload)
for all existing transition methods (resume(), restart(), utilize(), randomize() and schedule())
Alexis Paques
@AlexisTM
@dotkt also, no generator fits them all. I cannot find how we can generate a nice code for HFSM2 as we have to do transitions in the code itself. Meaning your logic would be overwritten.
DJuego
@DJuego
Hi! I'm upgrading to the latest version of HFSM2 (master).
At the moment I'm having trouble compiling in Microsoft Visual Studio 2019 16.6.5 (Windows 10 x64).
In fact, the example in https://doc.hfsm.dev/quick-tutorial does not compile for me.
I'll create an issue on that for clarity.
DJuego
@DJuego
Andrew Gresyk
@andrew-gresyk
Thanks @DJuego , I've updated https://doc.hfsm.dev/quick-tutorial
DJuego
@DJuego
@andrew-gresyk . Thanks for your fast reply! I have updated the issue.
DJuego
@DJuego
Congrats for HFSM2 1.6 release, @andrew-gresyk! :-)The only weakness I find with HFSM2 is the lack of comprehensive documentation. Take heart from that. :-}
Andrew Gresyk
@andrew-gresyk
Thanks @DJuego
I'll need to allocate more time to building https://docs.hfsm.dev
kyle
@tastesliketriangle
Hello. I'm trying to integrate HFSM2 into my code and I'm running into a problem. I can't get the Context from a Control, only a FullControl. The docs say I should be able to, but it creates this error: the object has type qualifiers that are not compatible with the member function
Andrew Gresyk
@andrew-gresyk
Hi @tastesliketriangle please open an issue https://github.com/andrew-gresyk/HFSM2/issues/new with a minimal code sample so I can verify on my end
DJuego
@DJuego
Again. congrats for your new update, @andrew-gresyk! . Are you planning a new release soon?
Andrew Gresyk
@andrew-gresyk
Thanks, @DJuego !
Focusing on bringing https://gitter.im/andrew-gresyk/FFSM2 to close feature parity with HFSM2
Currently, only serialization and state access remain to be done
The recent updates to HFSM2 were mostly formatting and minor tweaks with very minimal functional changes
At this point the highest priority work is around a multiplayer UE4-based demo and docs
DJuego
@DJuego
I see. Thank you for your extended answer, @andrew-gresyk. :-)
DJuego
@DJuego
a new, certainly aggressive logo. :-)
Andrew Gresyk
@andrew-gresyk
Wasn't meant to be agressive, just blocky programmer art :)
DJuego
@DJuego
:-P
Andrew Gresyk
@andrew-gresyk
How's the new logo, @DJuego ?
DJuego
@DJuego
Well. I'm not an art designer. :-P
That said, the previous logo didn't displease me per se.
It's true that the new logo seems more friendly to me. Why yellow and blue?
DJuego
@DJuego
It is a delicate matter. Other projects even open logo contests, you know.
However this project probably doesn't have such a large community for that.
Whatever your soul decides will be fine, for that you are the supreme author.
In my case I have a weakness for symbolic logos. I would probably recreate myself in the recognizable/familiar scheme of a finite-state machine such as:
I would try in the HFSM2 logo to refer to its "hierarchy" or "regions" nature and in the FFSM2 logo to its "flat" nature.
DJuego
@DJuego
But it's quite a personal matter. It depends on what you want to achieve with the logo.
Andrew Gresyk
@andrew-gresyk
The colors are for some reason very pleasing to me, that's it :)
It's not as aggressive anymore, is it?
DJuego
@DJuego
Well. Yeah. More colorful, less aggressive. :-)
DJuego
@DJuego
Wow! I work in Visual Studio 2019 precisely. Thank you for improving the support, @andrew-gresyk :-)
Andrew Gresyk
@andrew-gresyk
Of course, I had the warning this morning myself, so rolled out the fix before anyone else would :)
kyle
@tastesliketriangle
so I've got a bit of a basic question. I want to have the fsm Instance as a member variable in my class, but every way I've tried to organize that has failed. part of the issue is that Instance doesn't accept a forward declaration of a state, it needs the full the from the cpp file. I guess I'm just wondering if there's an obvious way I'm missing or if there's another way I should be organizing my code?
Andrew Gresyk
@andrew-gresyk
Yup
the way I do it is I create a dedicated namespace before the class declaration
e.g. if you're in UE4, and have an AMyActor- I'd create a MyActor namespace and put all of the FSM code into it
Then I prefer letting AMyActor do all the heavy work, exposed via public API, and have the FSM call actor's functions
FSM being more of a 'brain' for the actor