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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: 8, 9, 10, 11, 12, 13
- GCC (ARM): 9
- Clang: 6, 7, 8, 9, 10, 11, 12, 13, 14, 15
- AppleClang: 14
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