Recent posts tagged fsm

The Singularity Workshop Dec 27, 2025 in Articles 4 min read
Returning readers, thank you for joining me again; for first-time readers, welcome. This article is something special—the humble beginnings of a digital rebellion against computational waste and the industry tyrants. I. Born of Desperation, Built fo...
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The Singularity Workshop Dec 19, 2025 in Articles 4 min read
One of the most common design patterns we utilize—so utilized that we often don't even recognize it as a pattern—is that of breaching a limit. Think about your daily routine: Are we within the index limits of this array? Has the player’s health d...
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Posted in .NET Community group
The Singularity Workshop Nov 4, 2025 in Articles 6 min read
Escaping Boolean Hell: Why Your State Machine Needs to be Data-Driven We've all been there: a simple boolean flag here, a nested if statement there. It seems harmless at first, but soon your codebase is a tangled mess of conditional logic. Let's t...
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Posted in .NET Community group
The Singularity Workshop Nov 4, 2025 in Articles 7 min read
The Problem with the Classic Game Loop Almost every interactive application, from video games to user interfaces, relies on a continuous execution loop. This loop is the heart of the application, responsible for everything from updating the game s...
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The Singularity Workshop Oct 17, 2025 in Articles 4 min read
Every developer has a story about an IDE or engine glitch that made them momentarily question their career choices. For me, that moment arrived late one evening, tracing a bug in our FSM-driven agents. Unity's Inspector decided to go on strike, showi...
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The Singularity Workshop Oct 15, 2025 in Articles 4 min read
The FSM Agent Architecture: Scaling NavMesh Agents with Decoupled Logic We've mastered simple oscillating motion with the FSM Context Pattern; now, we apply this powerful architectural approach to a far greater challenge: Massive NavMesh Agent AI....
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The Singularity Workshop Oct 15, 2025 in Articles 4 min read
We've successfully established a reusable architectural pattern by isolating the data Context from the logic flow Finite State Machine for the three primitive motions: Rotation, Scaling, and Translation. We created three distinct, independent bluepri...
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The Singularity Workshop Oct 14, 2025 in Articles 4 min read
Applying the FSM Context Pattern to Scaling: The Reusable ScalarFSM In our previous article, we demonstrated how to eliminate Update spaghetti by applying the FSM Context Pattern to complex Rotation logic. The result was a single, reusable blueprin...
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The Singularity Workshop Oct 14, 2025 in Articles 2 min read
Escaping Update Spaghetti: Reusable Oscillation with FSM & Context in Unity If you’ve ever built a Unity object that needs to move or rotate between two points—like a swinging pendulum, a turret oscillating for patrol, or a security camera scanning...
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