Header-only heriarchical FSM framework in C++14, with fully statically-defined structure (no dynamic allocations), built with variadic templates.
- Visual Studio 14, 15, 16
- GCC 5, 6, 7, 8
- Clang 3.7, 3.8, 3.9, 4, 5, 6, 7
Check Wiki for basic usage and more info.
- Permissive MIT License
- Written in widely-supported modern(ish) C++14
- Header-only
- Fully static, no dynamic allocations
- Uses inline-friendly compile-time pylymorphism, no virtual methods were harmed
- Type-safe transitions:
FSM.changeTo<TargetState>()
- 100% NoUML-compliant
- Hierarchical, with a selection of composite (sub-machine) and orthogonal regions
- Gamedev-friendly, supports explicit
State::update()
- Also supports traditional event-based workflow with
State::react()
- Dynamic planning support
- Utility theory support (both max score and ranked weighted random)
- Scaleable, supports robust state re-use via state injections
- Debug-assisted, includes automatic structure and activity visualization API with
#define HFSM_ENABLE_STRUCTURE_REPORT
- Built-in logging support
- Convenient, minimal boilerplate
-
Mehdi Houshmand
-
C++::London meetup
-
programming community at Splash Damage