Header-only heriarchical FSM framework in C++11, with fully statically-defined structure (no dynamic allocations), built with variadic templates.
- Visual Studio: 2015, 2017, 2019, 2022
- GCC: 8, 9, 10, 11, 12, 13
- GCC (ARM): 9
- Clang: 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
- AppleClang: 14
- HFSM2 UPlugin: Unreal Engine plugin for HFSM2 library
- FFSM2: High-Performance Flat Finite State Machine
- FFSM2 UPlugin: Unreal Engine plugin for FFSM2 library
- HFSM Mono: Monospaced bitmap Unicode fonts for HFSM2 and FFSM2 libraries
- 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 polymorphism, no virtual methods are used
- Type-safe transitions:
FSM.changeTo<TargetState>()
with optional payloads - Flexible configuration using
HFSM2_ENABLE_*
macros - Scalable, supports robust state re-use via state injections
- 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()
- Inspect anything: previous and current transitions, state activation status, and more!
- Game AI-friendly with dynamic planning support
- Utility theory support (max score and ranked weighted random)
- Serializable, with activity and transition history support
- Debug-assisted, includes automatic structure and activity visualization API with
#define HFSM_ENABLE_STRUCTURE_REPORT
- Built-in logging support
- Twitter: @andrew_gresyk
- Discord: HFSM.dev
- Gitter: andrew-gresyk/HFSM2
- alexandrosk0
- Casey Sanchez
- DJuego
- Kevin Greene
- Kjeld Mathias Petersen
- Lau Bakman
- Mehdi Houshmand
- mrcmry
- Phil Nash
- Romain Cheminade
- Schoppenglas
- Tristan Brindle
- C++::London meetup
- programming community at Splash Damage