/HFSM2

High-Performance Hierarchical Finite State Machine Framework

Primary LanguageC++MIT LicenseMIT

License: MIT GitHub Release Date
CII Best Practices
GCC, Clang ARM GCC MS VS
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HFSM2

High-Performance Hierarchical Finite State Machine

Header-only heriarchical FSM framework in C++11, with fully statically-defined structure (no dynamic allocations), built with variadic templates.


Compiler Support

  • Visual Studio: 2015, 2017, 2019, 2022
  • GCC: 5, 6, 7, 8, 9, 10, 11, 12
  • ARM GCC: 9
  • Clang: 3.9, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
  • AppleClang: 12, 13, 13

(Currently CI-tested toolchains in bold)


Quick Start


See Also


Documentation


Feature Highlights

  • 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

3rd Party Libraries

  • doctest unit testing framework
  • XoShiRo pseuto-random number generators

Get In Touch


Special Thanks