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Questions tagged [tree]

A tree is a hierarchical data structure that simulates a tree structure with a set of linked nodes.

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I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project. Basic Info and Point of Impact ...
blondie's user avatar
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9 votes
1 answer
546 views

I have a tree graph that I'd like to fit into a grid, the result being a grid-based maze that adheres to the tree graph. Are there any good maze algorithms that are able to start with a known ...
IanLarson's user avatar
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2 votes
2 answers
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I'm currently working on a dual contouring implementation for which I want to create procedural terrain based on layers of noise. Both, the terrain generation and the mesh creation via dual contouring ...
Tuntenfisch's user avatar
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1 answer
785 views

From what I understand, in order to show all elements of a 2D game in the proper way, I need to render them in order, from the further away from the camera to the closest. So I should sort them by ...
Gian's user avatar
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1 vote
1 answer
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I want to make a tech tree at least like in Civilization, but I don't know how to do it. I want to fill in some data structure and then display it on the screen in the form of a technology tree, but I ...
Степан Адамов's user avatar
0 votes
1 answer
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I need to create a brush in which there will be stones, poles, bushes and other elements of the environment. I bought a Prefab Brush. Whether it is possible to add the objects that I draw on the ...
Ivan Triumphov's user avatar
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3 answers
644 views

I am developing RTS game. When I build buildings on the Terrain, any trees that were in that location end up intersecting with the building. I want to remove all trees from the building's footprint ...
NADER LABBAD's user avatar
1 vote
1 answer
1k views

I am trying to make a word game in unity. The game shall be an online game with 4-6 players. The gameplay is somewhat like this: Suppose 4 players are playing the game- p1, p2, p3, and p4. All players ...
Souvik Datta's user avatar
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1 answer
356 views

Consider the following code... ...
videogamechef's user avatar
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1 answer
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Question How do we track the position of child objects, relative to a parent? Context I have a simple structure that keeps track of a point in space, along with zero or more children: ...
rodrigo-silveira's user avatar
1 vote
1 answer
3k views

I'm really confused. Is it possible to use trees like binary trees or data structures in Unity? I need to introduce artificial intelligence into my game, and use the A* algorithm.
Jihen007's user avatar
3 votes
0 answers
207 views

Right now I'm using the Crytek vegetation bending technique, vertex colors control how much force is applied to the branches, leafs and trunks. I have it working and it looks nice but I'm just using ...
Justin William Stanley Bryant's user avatar
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1 answer
1k views

I've understood that KD tree split points using the median while cycling on each axis. I've also understood that at each node traversal, a nearest search must use a sphere to store to nearest neighbor ...
jokoon's user avatar
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2 votes
1 answer
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I've got a game tree structure for my AI that I need to trim in order to gain some depth. It is a single-player game of perfect information. A good analogy would be a single-player game of Magic the ...
mydi's user avatar
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4 votes
1 answer
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I have made a game that consists of a pyramid of hexagons with numbers from 00 to 99 randomly positioned in groups of 6, 10 or 15 elements. Now, I'm working to create an auto-solver but for the last 2 ...
the-alchemist's user avatar
2 votes
2 answers
586 views

I'm writing a Shogi program with a computer player in Java from scratch as my undergradute dissertation project. Due to the drop rule, when the computer player captures a few pieces, the branching ...
user3301833's user avatar
0 votes
1 answer
3k views

I would like to know the advantages and disadvantages of using octree or quadtree for spacial data structures? In a 3d gaming setting would you ever need more than 4 children nodes? Does it take ...
Andrew Wilson's user avatar
7 votes
2 answers
4k views

I'm writing a bot for a MOBA game as final project. Game status is read directly from the screen (that's the requirement). Now I have come to the AI part. On the first steps it started as some basic ...
user3352250's user avatar
3 votes
1 answer
1k views

I can't wrap my head around this. Is it legal for parent nodes to contain additional logic ?
jellyfication's user avatar
3 votes
1 answer
982 views

I'd like to create a simple map from vertices and lines - you know, like a usual graph. A tree, to be precise. To select the location of the next point that comes from one, I use a simple circle-...
Zoltán Schmidt's user avatar
2 votes
1 answer
2k views

I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "...
Tom's user avatar
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14 votes
2 answers
5k views

Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but ...
Kinected's user avatar
  • 221
1 vote
1 answer
383 views

Recently I started writing a Quadtree for creature culling in Opendungeons game. Thing is these are moving points and the bounding hierarchy will quickly get lost if the quadtree is not rebuild very ...
paul424's user avatar
  • 41
3 votes
2 answers
587 views

In my game I have a tree of objects in 3D space, to which new objects are frequently added. Over time, the binary tree becomes unbalanced which is a big problem for efficiency as the tree can become ...
mikera's user avatar
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11 votes
5 answers
14k views

I've been trying to implement a spatial partitioning algorithm in my game, but both spatial hashes and quadtrees aren't what I'm looking for. My level size is not supposed to have a limit (only Int32 ...
Vittorio Romeo's user avatar