#StateMachine
[Backport release-26.05] python3Packages.python-statemachine: 3.2.1 -> 3.2.2

https://github.com/NixOS/nixpkgs/pull/584641

#security
November 10, 2026 at 12:07 PM
📦 helvetitec/flowengine v1.5.6

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
November 4, 2026 at 11:59 PM
📦 spryker/state-machine 2.27.3

StateMachine module

🔗 https://github.com/spryker/state-machine
November 2, 2026 at 11:00 AM
Day 22 of #devtober - added scheduled NPC spawning.

A few systems were already in place, like the WorldTimeManager. And that bad boy now signals when someone needs to be spawend.

Next up: Navigation and StateMachine. Getting dangerously close to the Dialogs. This will be fun.
October 22, 2026 at 6:21 PM
I feel like proptests can both more rigorously prove internal properties and also that you can systematize this sort of testing with techniques similar to quickcheck-statemachine
October 11, 2026 at 4:18 AM
📦 helvetitec/flowengine v1.5.5

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
October 4, 2026 at 3:57 AM
In this thread you say "almost certainly the worst solution" -- I have been convinced by Lua's goto that other gotos are themselves bad, not using them. Building a statemachine with one is joyful and natural, it's just really easy to screw something up. If it was typesafe and data safe to use it...
September 28, 2026 at 9:19 PM
AIの「確認できました」も信用しない。StateMachineにUNKNOWNを入れた話:連続イラストストーリー | NEPM プロンプト #zenn
https://zenn.dev/nepm_prompt/articles/68d3a4b163e416
AIの「確認できました」も信用しない。StateMachineにUNKNOWNを入れた話:連続イラストストーリー
zenn.dev
September 20, 2026 at 10:08 AM
📦 helvetitec/flowengine v1.5.4

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
September 20, 2026 at 1:01 AM
#opensource demo
sketchpunk.gitlab.io/linkle/proto...

Handcoded StateMachine for #threejs AnimationMixer
- Transitions: Now, from end, from start
- Marker Events: trigger things from animations
- Handles animation stacks
- Great starting point for any #gamedev to manage animations
September 18, 2026 at 4:26 PM
📦 helvetitec/flowengine v1.5.2

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
September 18, 2026 at 5:59 PM
📦 helvetitec/flowengine v1.5.1

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
September 18, 2026 at 2:31 AM
📦 helvetitec/flowengine v1.5.0

Statemachine bots for conversations in Laravel

🔗 https://github.com/Helvetitec/flowengine
September 18, 2026 at 2:31 AM
Oh yeah, been meaning to show this off. A few projects ago I put together a couple new classes for building state machines. It uses the builder pattern and is quite convenient! Here's the code that constructs part of the state machine for the battle system in my previous post: #gamedev #godot
September 16, 2026 at 3:32 AM
My async compiler work got funded!

So here's my first PR: github.com/rust-lang/ru...

Roughly, it changes

match x {
true => foo(1).await,
false => foo(2).await,
}

to

match x {
true => foo(1),
false => foo(2),
}.await

This means the future will only have 1 state instead of 2
Add merge yields by diondokter · Pull Request #162429 · rust-lang/rust
Part of Async statemachine optimisation project goal r? dingxiangfei2009 Added a pass that merges functionally identical yields right before the async StateTransform pass. The StateTransform pass c...
github.com
September 7, 2026 at 1:33 PM
New contract documented: StateMachine (Dec 27, 2015). The State Machine example from the Solidity documentation's common patterns page, deployed as written with its empty function bodies.

https://ethereumhistory.com/contract/0xd7ee2f7c30932fb7f79d4d9ebf2cf461cb125b00
August 29, 2026 at 11:36 PM
Python StateMachine 3.1.2 Remote Code Execution https://packetstorm.news/files/228811 #exploit
August 17, 2026 at 10:02 PM
Okay its 2025 I AM MAKING THIS GAME THIS YEAR GODS DAMNIT

we have movement and cam controls now in the godot version of Scalepact. I even have a working statemachine set up.

I now need to get animations working again
January 3, 2025 at 7:47 PM
Coding has happened! We have a bare bones statemachine set up done, as well as the start of what will be a giant file of string references because spelling.

I also just do not like using string references so I always default to static string variables and enums

#indiedev #godot #scalepact
December 10, 2024 at 4:42 AM
Meet Nuqs - an #opensource, type-safe search params state manager for #React!

With Nuqs, developers can share complete app state via URLs - enabling “teleportation” & “time travel.”

🔗 Discover more on #InfoQ ⇨ bit.ly/3Y3DZnz

#WebDevelopment #StateMachine #Routing #TypeScript
December 22, 2025 at 11:15 AM
Statemachine Updates + Motor Fucked up :( -
August 28, 2025 at 10:22 PM
Let's say we have our main node (CharacterBody2D) that holds a state machine and the animation player

@onready var _state_machine = $StateMachine
@onready var _my_anim_p = $AnimationPlayer

even better if you call the in the _ready with get_node_or_null()

#godot #madewithgodot #godotengine
March 3, 2025 at 10:57 PM