I'm writing a component-based entity system and one of the components is the entity's state, which dictates how it reacts to game events. In case anyone has experience with implementing states, how granular should they be?
To give you an idea about how granular they are in my case, I have a WalkingLeft state and a WalkingRight state (as opposed to simply a Walking state) and I fear that they might be too granular. What do you think?
Entityhas a pointer to anEntityStateobject; that pointer can point to any implementation of the base state class.) \$\endgroup\$