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

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2answers
184 views

Handle movement with QuadTree

I currently have a QuadTree that contains all my Entities. It works well and I've optimized it pretty decently, but the one thing that hurts is that I am removing from and inserting to it almost ...
3
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1answer
195 views

Behavior trees - Can sequences and selectors contain conditions?

I can't wrap my head around this. Is it legal for parent nodes to contain additional logic ?
5
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3answers
268 views

Algorithm for creating tree-like network structures

I'm trying to procedurally model tree-like network structures with the following properties: A root with variable number of nodes A variable depth of nodes When graphically laid out, edges or nodes ...
3
votes
1answer
228 views

Placing nodes in a graph in a random but readable way

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 ...
0
votes
1answer
151 views

Enumerating full game tree for small board game

I am trying to list all the possible positions in a small board game (nannon) (using C++) So far I have decided to split it into two parts, the pieces that are in home positions and end positions ...
4
votes
2answers
435 views

Behavior tree implementation details

I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is ...
34
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1answer
5k views

Decision Tree vs Behavior Tree

What are some differences between Decision Trees and Behavior Trees for AI Game Development? When would you use one over the other?
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1answer
350 views

Behavior Trees and Animations

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 ...
13
votes
5answers
3k views

Generated 3d tree meshes

I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. ...
11
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2answers
2k views

Why are trees shining in background?

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 ...
3
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1answer
509 views

Tic-Tac-Toe game AI

I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic ...
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vote
1answer
176 views

Dynamic quadrees

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 ...
4
votes
2answers
2k views

How do I optimize searching for the nearest point?

For a little project of mine I'm trying to implement a space colonization algorithm in order to grow trees. The current implementation of this algorithm works fine. But I have to optimize the whole ...
3
votes
2answers
391 views

Balancing a binary tree continuously

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 ...
2
votes
2answers
770 views

Algorithm to generate small tree-like branches?

I'd like to seed a void map with "branches" of sine waves or any other waveform. Something like: Know of any algorithm? Has to be one to generate trees or something like that.
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votes
4answers
4k views

2D Spatial partitioning alternatives to spatial hashes and quadtrees

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 ...
2
votes
2answers
178 views

Help computing visibility in old 3d game format

I am trying to compute visibility in an old 3d file format. I am using a BSP tree have finally gotten everything built and traversable. Now I don't have any sort of PVS, potentially visible set to ...
18
votes
1answer
8k views

Behaviour tree code example?

http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't ...
3
votes
2answers
498 views

Efficiently representing a dynamic transform hierarchy

I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I ...
17
votes
3answers
4k views

How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?)

Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art ...
8
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2answers
695 views

Efficient structure for representing a transform hierarchy

Can anyone suggest a memory efficient way to represent a tree of matrices, for example in a hierarchy model? I'm particularly keen to preserve data locality, and I suspect a structure-of-arrays ...