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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Identifying the wall of impact during BSP traversal
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 ...
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Parameter "current->parent" is null, don't see why
I'm using Godot for my current project, and it's been going great; but there's a bug I don't understand. I have a certain very simple script on my title screen:
...
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How can I fit a tree graph into a grid?
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 ...
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What is the earliest documented use of behavior trees?
I'm curious about when behavior trees first appeared in the context of AI design. I've looked at many sources (e.g., GDC talks, academic literature such as Behavior Trees in Robotics and AI: An ...
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How to evaluate a binary expression tree in HLSL without recursion or a stack?
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 ...
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Traversing an acyclic binary tree to construct paths from a given starting node, but the paths come out wrong
The tree is an acyclic binary tree. It's composed of node objects that have a list of connections to link objects (at most 3), and link objects that have a list of connections to node objects (always ...
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How should I store the objects to render?
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 ...
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Unity Terrain Tools plants trees sideways
My tree is clearly straight, but painting trees result in sideways ones.
What can cause this?
Tree is straight when placed manually as a prefab.
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How to implement the “technological tree” drawing?
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 ...
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How do you refer to the objects covering the ground?
Newbye here. In the industry lingo, what is the best way to indicate the objects covering the ground (trees, rocks, ...)? Is props OK?
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Can I add non-trees to terrain.terrainData.treeInstances on Unity 3D?
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 ...
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How can I change some tree's radius and length in C# script in Unity3D?
So, I have this little tree stem. It only has its initial node.
All I would like to do is make it grow in length and radius in Update(). How can I do that?
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How can I destroy trees when placing a building in an RTS?
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 ...
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Cache friendliness of AABB-Tree: binary vs N>2
I found that state-of-the-art physics engines like Bullet and Box2D all use binary AABB-Tree for broad-phase collision detection.
I wonder, did anybody tested AABB-tree with >2 branches per node ?
...
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Implementation a Prefix tree or Trie in Unity C#
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 ...
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answer
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HAA* / HPA* C++ Algorithm / Help
so I have been working on implementing a form of HPA* but i'm really struggling to decide what to do next.
https://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf <- here is the article.
There is ...
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How can I rotate childrens nodes with parent node in cocos2dx?
Consider the following code...
...
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Unity-Error within Tree Editor
I've been making a tree in with the Tree Editor in Unity, and for a realistic effect, I need to make all the leaves face a general direction, the problem is that most of them don't face that direction ...
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Tree of objects in 2D space - children relative to parent
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:
...
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answer
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How do I create a horizontal tech tree for the web? [closed]
I'm currently using bootstrap, jQuery and KnockoutJS to create a simple game. I would like to make a horizontal tech/research tree where the player can do research to get bonuses.
I found a CSS ...
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1
answer
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Does Unity support tree data structures?
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.
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Unity has extreme lag while deleting trees from terrain
So I have a terrain with sections of water in it. I just placed a whole bunch of trees in the scene with mass place. However, it spawned trees in the water which I obviously want to remove. But when I ...
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Simulating wind (vertex bending)
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 ...
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1
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How to ensure a condition in a behaviour tree when processing following nodes?
Example tree (Source):
As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
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Why do KD trees put the median split exactly on a point?
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 ...
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How to set indent spacing of a tree in libGDX scene2d?
I've been trying to create a customized UI using scene2d library in libGDX. However I am having troubles as I'm trying to set a custom indent spacing on my Tree object.
I have tried to search for the ...
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1
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How to prune an AI game tree for a game like Magic?
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 ...
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1
answer
49
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Texturing in blender
I am texturing a tree in bender using the sappling add-on, when i put the tree bark texture (which is saved as .jpg) the texture looks stretched and wierd, ive used "Use UV for mapping" on the curve ...
4
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116
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What is a viable way of finding the minimum swaps to sort numbers in pyramid?
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 ...
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1
answer
375
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QuadTree Checking Collision With Different Levels of Nodes
I am making a QuadTree for a 2D Platformer. Researched on it and I managed to make a pretty good one where each node stores its 4 SubNode and there's a MAX_OBJECTS for each Node and MAX_LEVELS which ...
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2
answers
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AI for Shogi, dealing with high branching factor due to drop rule [closed]
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 ...
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2
answers
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Implementing A* with Heap tree
I'm trying to implement Heap into my A* algorithm, However I'm having trouble with implementing one method. The Contains method. Which checks if the heap array has a specific node in it or not. I don'...
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Should I use octree or quadtree for my spacial data structures? [closed]
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 ...
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answers
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Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)
I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...
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Game AI. Behavior Trees struggles
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 ...
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2
answers
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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 ...
3
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1
answer
842
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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 ?
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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
1
answer
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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 circle-...
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1
answer
282
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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 (...
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1
answer
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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 "...
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5
answers
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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.
...
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2
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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 ...
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1
answer
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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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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 ...
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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 ...
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Is there a way to balance 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 ...
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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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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 ...
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2
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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 ...