<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Creating a Game-State System</title>
	<atom:link href="http://cppgamedesign.com/archives/80/feed" rel="self" type="application/rss+xml" />
	<link>http://cppgamedesign.com/archives/80</link>
	<description>Cal Poly Pomona IGDA Student Chapter</description>
	<lastBuildDate>Thu, 04 Feb 2010 07:14:32 -0500</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Robert Muller</title>
		<link>http://cppgamedesign.com/archives/80/comment-page-1#comment-9</link>
		<dc:creator>Robert Muller</dc:creator>
		<pubDate>Thu, 09 Jul 2009 20:47:51 +0000</pubDate>
		<guid isPermaLink="false">http://cppgamedesign.com/?p=80#comment-9</guid>
		<description>David, you&#039;re such a smart-ass... That&#039;s why we all come to you for help ;)</description>
		<content:encoded><![CDATA[<p>David, you&#8217;re such a smart-ass&#8230; That&#8217;s why we all come to you for help <img src='http://cppgamedesign.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David Young</title>
		<link>http://cppgamedesign.com/archives/80/comment-page-1#comment-4</link>
		<dc:creator>David Young</dc:creator>
		<pubDate>Mon, 06 Jul 2009 15:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://cppgamedesign.com/?p=80#comment-4</guid>
		<description>Another interesting way of doing a gamestate system is the ability to push and pop gamestates.

So that instead of having deeply nested states you can instead keep pushing on different gamestates which may symbolize popup menus or different menus completely.

The gamestate manager would then only look at the top gamestate to determine what rules apply.  Possibly going to the next gamestate if a rule is not found.. etc.

An example of such a gamestate management system using XNA can be found here
&lt;a href=&quot;http://creators.xna.com/en-US/samples/gamestatemanagement&quot; rel=&quot;nofollow&quot;&gt;XNA Gamestate Management&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Another interesting way of doing a gamestate system is the ability to push and pop gamestates.</p>
<p>So that instead of having deeply nested states you can instead keep pushing on different gamestates which may symbolize popup menus or different menus completely.</p>
<p>The gamestate manager would then only look at the top gamestate to determine what rules apply.  Possibly going to the next gamestate if a rule is not found.. etc.</p>
<p>An example of such a gamestate management system using XNA can be found here<br />
<a href="http://creators.xna.com/en-US/samples/gamestatemanagement" rel="nofollow">XNA Gamestate Management</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>
