State Machines - How to Engineer Better Software

Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I attempt to put the “engineering” back in “software engineer”. Instead of blindly hacking away at my code and hoping for the best, I am now more thoughtfully designing a system.

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In this video we’re looking at what software design patterns are, and how using a finite state machine can make writing a game’s basic logic more manageable.

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