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author | BjornMartens <113104306+BjornMartens@users.noreply.github.com> | 2023-02-15 19:20:42 +0100 |
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committer | GitHub <noreply@github.com> | 2023-02-15 19:20:42 +0100 |
commit | da71c4d0d6bc545e8953f1940be567f8b9e64a0b (patch) | |
tree | ac9dbf5aadaa584b110e60ac04c7e591fb9e80f5 | |
parent | 833185c0d8f266a57091eee94d321be0a1f2959e (diff) |
V2
-rw-r--r-- | docs/architecture.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/architecture.md b/docs/architecture.md index 52abb25..1af2383 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -11,7 +11,7 @@ Important notes: # Game controllers # STM32 software -The game engine will be designed to support 2D games with advanced graphics and input handling. The engine will use a state machine to manage game states and transitions between them. The state machine will be implemented using a finite state machine (FSM) design pattern. The engine will also include support for handling user input, game logic, and sound. +The game engine will be designed to support 2D games. The engine will use a state machine to manage game states and transitions between them. The state machine will be implemented using a finite state machine (FSM) design pattern. The engine will also include support for handling user input, game logic, and sound. FSM is a useful tool for managing game states and transitions. A game can have many different states, such as a title screen, a level selection screen, a loading screen, and various gameplay states. Each state represents a particular configuration of the game, with different sets of variables, objects, and logic |