A tree is a hierarchical data structure that simulates a tree structure with a set of linked nodes.
5
votes
3answers
209 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
84 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
98 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 ...
19
votes
1answer
1k 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?
0
votes
1answer
187 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 ...
12
votes
5answers
1k 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.
...
10
votes
2answers
1k 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
votes
1answer
401 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 ...
1
vote
1answer
162 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
1k 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
359 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
457 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.
9
votes
4answers
3k 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
158 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 ...
37
votes
7answers
6k 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 ...