A C++11 implementation of the Behaviour Tree data structure/design pattern
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Updated
Nov 17, 2022 - C++
A C++11 implementation of the Behaviour Tree data structure/design pattern
This repository is going to be the practical sample collection of P#.
A small (experimental & toy) library that utilizes the idea of state-charts and state machines to manage web app behavior enabling predictable & responsive UIs by executing state transition graphs
My master thesis about time-travelling state machines for verifiable BPM.
A Zig implementation of Quantum Leaps' QP (Quantum Platform) Real-Time Embedded Frameworks (RTEFs).
A Rust implementation of Quantum Leaps' QP (Quantum Platform) Real-Time Embedded Frameworks (RTEFs).
An example HSM implemented using Quantum Leaps' QP/C++ (qpcpp) framework.
file system events
Module to make the creation of AWS state machines with terraform easier
An example HSM implemented using Quantum Leaps' QP/C (qpc) framework.
An experiment in declaratively programming parallel pipelines of state machines.
My Freshman & Junior year CS223, digital design, labs
Use of State Machines to create a "World" with factions of Tanks with some degree of intelligence.
Simple spectral learning for weighted automata
A Fluent finite state machine which provides an easy to configure and use state mahine base class
Custom notation and engine for state machine construction and per-iteration processing. Never write Game logic spaghetti again!
This is an infrastructure to construct distributed application under the control of P#.
A modeling and code generation framework for dynamic systems
Labs for the Advanced Algorithms course
Here is my sample project which demonstrate using State Machine Pattern to control GameLoop.
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