state_machine 0.10.0: Let’s rock!

As excited as I am to receive my pre-ordered copy of Duke Nukem Forever and quench my 14-year thirst, I’m even more excited to announce the official release of state_machine 0.10.0. After staying underground for more than 7 months, it’s time to come out like Punxsutawney Phil and give some good news! Check out all [...]

state_machine 0.9.0: Locked and loaded

I‘ve decided the only way to go viral is to get a cat to use state_machine. I’m just having a hard time getting past that whole “cats can’t program” thing… so blogging it is! Last week, state_machine 0.9.0 was tagged after a month’s worth of active development. This is a major milestone that I’m really [...]

state_machine 0.8.1: The Ocho

If you had asked me 6 months ago when the next release of state_machine was going to be, Pi Day 2010 would probably not have been my first guess. If it had been, I probably would have asked you to admit me into a hospital so I could be treated for delirium. Then again, what [...]

state_machine 0.7: Better integrations, more access

Fast and furious. That’s how development’s been on state_machine over the last month (and is also what happens to sequels when you run out of bad ideas). Yesterday, 0.7 was officially added to the state_machine family of releases. With this release comes better integrations, easier access to more state information, and the all new and [...]

state_machine: One machine to rule them all?

After 2 1/2 years of blood, sweat, tears, and the occasional Jägermeister, I’m finally officially announcing a project I’ve been quietly working on: state_machine. Well, quietly until some people started mentioning it This is a project which has undergone many rounds of rewrites, but which has finally met its goal, in my opinion, to become [...]