A tree is a hierarchical data structure that simulates a tree structure with a set of linked nodes.
27
votes
7answers
3k views
How to improve Minecraft-esque voxel world performance?
After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card.
Now I assume Minecraft is ...
13
votes
3answers
1k 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 ...
11
votes
5answers
350 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.
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10
votes
2answers
759 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 ...
8
votes
1answer
3k 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 ...
8
votes
2answers
494 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 ...
6
votes
3answers
1k 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 ...
4
votes
2answers
556 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
1answer
298 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 ...
3
votes
2answers
236 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
249 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.
2
votes
2answers
127 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 ...
2
votes
2answers
232 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 ...
1
vote
1answer
114 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 ...
1
vote
0answers
50 views
Implementation of Race Game Tree
I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great.
So far what I thought is this:
Tree ...