#this looks like a tree structure, so
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yeah it defo did get lost in the source but i was curious
god i love two chatrooms being opena t once
I didnt know structs could have nodes, and whats a pointer string? Is it like a map?
I use blueprints not C++ so this is a little unfamiliar to me, but i like where its going
I imagine it would be something like this yeah?
dont know off the top of my head how to code this out, but I think I have the logic and ideas down. As long as it is possible to create those new groups at runtime I think this would be it
(made an oopsie heres the fix)
@lusty sparrow Oh hey I just did some workshopping and I hope I aint much of a bother, but since we were chatting earlier I figured I would pass this by you. I think I just found a way to store all the needed information. Instead of working forwards, you work backwards and assign the biggest group a number. Then, if a group is contained inside, you literally put that group inside with parenthesis, and start a new count.
This creates a single "key" that can be searched and manipulated, and as long as you dont go past 10 groups inside another group, you're good.
I struggle to wrap my head around how I would program this exactly, like finding the right location in the string to inject, but until I get Data Tree Structures working I think its a good substitute. Thoughts? Confusing at all?
That’s a way of storing data but I think that’d get possibly bad to parse through depending on what you do
I might have personally opted for a struct that has a Category (Bird), Archetype (Shorebirds) and Family (Herons) in most cases, with some bool methods for ease-of-filtering in LINQ for C# or just for filtering manually in C++