Hierarchical Finite State Machine Demo
by Godot Foundation | MIT
This example shows how to apply the State machine programming pattern in GDscript, including Hierarchical States, and a pushdown automaton
This example shows how to apply the State machine programming pattern in GDscript, including Hierarchical States, and a pushdown automaton. Language: GDScript Renderer: Compatibility Why use a state machine States are common in games. You can use the
Godot State Charts
by Godotneers | MIT
Godot State Charts is an extension for Godot Engine 4 or later that allows you to use state charts in your game. State Charts are similar to finite state machines, but they are more powerful and avoid the state explosion problem of traditional FSMs
Built from scratch for the Godot Engine in an idiomatic way using Godot's nodes and signals. You need very little code to get started. Supports both GDScript and C#. Your code only interacts with a single class, StateChart which has two methods for
Card Combat Engine
by Javier Islas | AGPL-3.0 license
Turn-based card combat engine in pure GDScript: turn FSM, mana, draw, creatures & spells, attack/defense/block with simultaneous damage resolution, and pluggable AI. Logic only — no UI, no autoloads, no editor tooling; pairs with any card presentation
If you're building a Digital TCG or CCG, a deck-building roguelike or any turn-based card battler in Godot, you've probably noticed the pattern: the popular card addons give you beautiful hands, drag-and-drop and pile management — and then you're on your
Synapse: Graph-Based State Machine
by Gideon Klompje | MIT
An extensible, graph-based state machine framework for Godot. Features a visual editor, composition-based behaviors, nested machines, and built-in persistence
Key Features: Graph-based UI: Create and edit complex state transitions visually. Composition-over-Inheritance: Extensible behavior framework for adding logic to states. Decoupled Logic: Model state flow independently from the scene tree. Visual Data
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