#statemachine
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
📦 helvetitec/flowengine v1.5.2

Statemachine bots for conversations in Laravel

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

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
[Backport release-26.05] python3Packages.python-statemachine: 3.2.0 -> 3.2.1

https://github.com/NixOS/nixpkgs/pull/550976

#security
August 12, 2026 at 5:47 PM
python3Packages.python-statemachine: 3.2.0 -> 3.2.1

https://github.com/NixOS/nixpkgs/pull/550946

#security
August 10, 2026 at 2:45 AM
Today: Statemachine, Virtual Server, and Silica Gel

But I’m trying to track down some remix EPs
August 4, 2026 at 7:35 PM
i updated last project significantly. long story short: event emitter system that can be used separately in other projects, updated most code for StateMachine.ts, fixed found bugs, updated comments
heres link: github.com/nevervoyage/...
#dev #code
GitHub - nevervoyage/StateMachine: StateMachine written on pure TypeScript lib that helps with creating state machines e.g. player state machine. This is first my TypeScript project
StateMachine written on pure TypeScript lib that helps with creating state machines e.g. player state machine. This is first my TypeScript project - nevervoyage/StateMachine
github.com
August 3, 2026 at 12:56 AM
made good enough as first project a typescript small lib. i kinda pride about how it made out after very loooong break
github.com/nevervoyage/...
GitHub - nevervoyage/StateMachine: StateMachine written on pure TypeScript lib that helps with creating state machines e.g. player state machine. This is first my TypeScript project
StateMachine written on pure TypeScript lib that helps with creating state machines e.g. player state machine. This is first my TypeScript project - nevervoyage/StateMachine
github.com
August 2, 2026 at 3:32 AM
📦 metabor/statemachine-example v3.0.1

Example statemachine from my talk and slides

🔗 https://github.com/Metabor/Statemachine-Example
July 15, 2026 at 2:30 PM
📦 metabor/statemachine v3.0.1

Statemachine in PHP 8.2+

🔗 https://github.com/Metabor/Statemachine
July 15, 2026 at 2:30 PM
July 14, 2026 at 12:50 AM
Look at this. Nightmare fuel! So much borderline identical text, over and over and over... But I learned how to use %s for my debug HUD, and decided to put that to use.
July 11, 2026 at 3:07 AM
what i'm thinking of doing for item-specific states like the bow is rather than toggling the action itself in aime's statemachine, it'll just do a simple inventory check to see if she's holding the right item
July 10, 2026 at 8:01 AM
プレイヤーの構造
StateMachine、BehaviorTree

PlayerControllerからメインモジュール(PlayerDodge、Hurt、Attack)とサブモジュール(PlayerAttackEffects、PlayerAttackMotion…)に分けていくのは良いと思うんだけども

PlayerMoveの取り扱いに困る
PlayerController直下のモジュールとして考えていくのが自然?
July 10, 2026 at 4:14 AM
CVE-2026-41862 - Spring Statemachine Deserialisation Vulnerability
CVE ID : CVE-2026-41862

Published : June 23, 2026, 8:59 p.m. | 2 hours, 45 minutes ago

Description : Spring Statemachine's Kryo-based persistence backends (JPA, MongoDB, Redis and ZooKeeper) deserialise p...
CVE-2026-41862 - Spring Statemachine Deserialisation Vulnerability
Spring Statemachine's Kryo-based persistence backends (JPA, MongoDB, Redis and ZooKeeper) deserialise persisted state-machine contexts without enforcing a class allowlist (CWE-502, deserialisation of untrusted data), which can lead to remote code execution inside the application JVM. Affected versions: Spring Statemachine 4.0.0 through 4.0.1 Spring Statemachine 3.2.0 through 3.2.4
cvefeed.io
June 24, 2026 at 12:16 AM