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	<title>Stuck in a for loop&#187; Finite State Machine</title>
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		<title>Using the Finite State Machine in Actionscript</title>
		<link>http://blog.kazumakzak.com/2009/01/11/using-the-finite-state-machine-in-actionscript/</link>
		<comments>http://blog.kazumakzak.com/2009/01/11/using-the-finite-state-machine-in-actionscript/#comments</comments>
		<pubDate>Sun, 11 Jan 2009 20:58:36 +0000</pubDate>
		<dc:creator>Mattias</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Finite State Machine]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://blog.kazumakzak.com/?p=148</guid>
		<description><![CDATA[I have been reading some blog posts on how to use a Finite State Machine (FSM) in game development. According to Wikipedia, a FSM is a model of behavior composed of a finite number of states, transitions between those states, and actions. Richard Lord wrote a post about FSM in Actionscript and I am thinking [...]]]></description>
			<content:encoded><![CDATA[<p>I have been reading some blog posts on how to use a Finite State Machine (FSM) in game development. According to <a href="http://en.wikipedia.org/wiki/Finite_state_machine" target="_blank">Wikipedia</a>, a FSM is a model of behavior composed of a finite number of states, transitions between those states, and actions. Richard Lord wrote a post about <a href="http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript" target="_blank">FSM in Actionscript</a> and I am thinking of trying it out in my next game. I usually use a control class for the methods controlling a character but in complex games they attend to grow and become hard to keep track of. Using a FSM might (will) solve my problem and may even generate some good reusable states.</p>
<p>What the hell, I will try it out! I´ll keep you posted about the progress.</p>
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