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High-Performance Flat Finite State Machine Framework

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FFSM2

High-Performance Flat Finite State Machine

Header-only flat FSM framework in C++11, with fully statically-defined structure (no dynamic allocations), built with variadic templates.


Compiler Support

  • 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

Quick Start


See Also

  • HFSM2: High-Performance Hierarchical Finite State Machine

Documentation


Feature Highlights

  • 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
  • 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
  • Built-in logging support

3rd Party Libraries

  • Catch2 unit testing framework

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