> There isn’t always a simple way to model a game’s lifecycle. It’s sheer chaos.
Haha, I like this, so true!
I'm curious how do you manage common or shared states. Meaning, there are often shared UI that can be accessed from different states and often states that can be transitioned from multiple parent states.
I guess what I am asking is how do you deal with the fundamental differences between the state structure which isn't always a tree and the nature of directory organization which is strictly tree.