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4 votes

Parameter "current->parent" is null, don't see why

Found it, thanks to @Mangata. It is a weird bug. My help boxes had default text using [dropcaps] on a single letter, terminated immediately afterward; but the terminator seemed to fail to register ...
Michael Macha's user avatar
2 votes

Does Unity support tree data structures?

Sure it's possible to use trees! Just to name a few, we use... Quadtrees, Octrees, K-D Trees, and BSP Trees to partition 3D scenes for rendering and physics optimizations, among other uses in ...
DMGregory's user avatar
  • 135k
2 votes
Accepted

HAA* / HPA* C++ Algorithm / Help

This paper is actually set up pretty oddly, most CS papers I see are, well, more succinct and to the point? This one kind of rambles doesn't properly label headers and doesn't go into what it is ...
Krupip's user avatar
  • 1,763
2 votes

Tree of objects in 2D space - children relative to parent

With transform hierarchies (trees), the normal method is to work your way up or down the tree, applying any transformations of the parent to the child, at each level, till you have processed ...
Engineer's user avatar
  • 30k
2 votes
Accepted

How to evaluate a binary expression tree in HLSL without recursion or a stack?

Alright, I didn't manage to evaluate the binary expression tree without a stack entirely. I do need a stack but the stack capacity only has to be 2 elements in order to evaluate any binary expression ...
Tuntenfisch's user avatar
1 vote

Identifying the wall of impact during BSP traversal

I figured it out. It was similar to my first attempted solution, but slightly more robust. ...
blondie's user avatar
  • 11
1 vote

How to evaluate a binary expression tree in HLSL without recursion or a stack?

When implementing something similar, only with post order traversal (evaluation of mathematical structures for ray marching), i encountered the same error with "array reference cannot be used as ...
Lokarian's user avatar
1 vote
Accepted

Traversing an acyclic binary tree to construct paths from a given starting node, but the paths come out wrong

When you do set the arrays, here: ...
Theraot's user avatar
  • 27.2k
1 vote

How should I store the objects to render?

I would implement a Z level system: create a draw_texture function that takes the Z level of the object (which could be determined by its position), and instead of rendering, store the texture and src/...
Pedro Garozi's user avatar
1 vote
Accepted

Unity Terrain Tools plants trees sideways

Looks like its a handedness issue, in 3d graphics the choice of which axis is called what is kind of arbitrary (to a point) and there are a couple of different common standards. Unity uses the left-...
Jay's user avatar
  • 287
1 vote

How to implement the “technological tree” drawing?

Your implementation looks about right. Just a few code-review changes so it matches Java code styleguide. Remember constructors, getters, and setters: ...
Charanor's user avatar
  • 7,870
1 vote
Accepted

How can I destroy trees when placing a building in an RTS?

Here is my solution: ...
NADER LABBAD's user avatar
1 vote

Implementation a Prefix tree or Trie in Unity C#

Thaks to DMGregory comment, I changed the Insert Function of the Prefix-Tree code: ...
Souvik Datta's user avatar
1 vote

How do I create a horizontal tech tree for the web?

Techtreejs might be what you are looking for. Here is a demo.
Astrus's user avatar
  • 111
1 vote
Accepted

How to ensure a condition in a behaviour tree when processing following nodes?

Found an answer here. I thought a behaviour tree should start at the last running node to start computation time but that lead to the problem stated in the article. Treating Running States One common ...
Superwayne's user avatar
1 vote

2D Spatial partitioning alternatives to spatial hashes and quadtrees

When working with a relatively small number ( < several thousand) of smallish objects (most objects aren't big enough to potentially collide with a lot other objects) I find that a simple x-ordered ...
Shavais's user avatar
  • 111

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