Calculating Results for FindLCA, IsParentTask, and IsChild into a 2D Array

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I'm planning to calculate the results for three methods: FindLCA, IsParentTask, and IsChild, and store them in a 2D array. Where should I place the calculation logic?
 
public List<List<int>> childrenIndex = new List<List<int>>();
public List<int> parentIndex = new List<int>();

After testing, I've discovered that each instance of BehaviorTree uses different instances of these lists, with over 150 lists per BehaviorTree. With 500 units, this results in approximately 75,000 lists being allocated from the pool. Are these lists changing at runtime for each instance? If the values and sizes are fixed, I would prefer to calculate the indices at the start for each external tree and have all BehaviorTree instances share these lists. Additionally, if the calculations can be done at initialization and the sizes remain fixed, using arrays instead of lists would be more performant. Any insights or suggestions would be greatly appreciated!
 
I'm planning to calculate the results for three methods: FindLCA, IsParentTask, and IsChild, and store them in a 2D array. Where should I place the calculation logic?
It really depends on what you are calculating the values for and where you are going to use them. If you've already made modifications to the source then it makes sense to store it in the BehaviorManager.

public List<List<int>> childrenIndex = new List<List<int>>();
public List<int> parentIndex = new List<int>();

After testing, I've discovered that each instance of BehaviorTree uses different instances of these lists, with over 150 lists per BehaviorTree. With 500 units, this results in approximately 75,000 lists being allocated from the pool. Are these lists changing at runtime for each instance? If the values and sizes are fixed, I would prefer to calculate the indices at the start for each external tree and have all BehaviorTree instances share these lists. Additionally, if the calculations can be done at initialization and the sizes remain fixed, using arrays instead of lists would be more performant. Any insights or suggestions would be greatly appreciated!
The lists can change based on the external behavior tree. With that said, memory management has greatly been improved in Behavior Designer Pro and the DOTS structure. For the best performance with 500 units I do recommend the Pro version.
 
Yes, I'm modifying the runtime source code, and the results for FindLCA, IsParentTask, and IsChild will be used to replace the three corresponding methods. I plan to integrate these into BehaviorManager.BehaviorTree, alongside the parentIndex list. If parentIndex does not change after loading, the three 2D arrays would also remain constant.

Based on your code, it seems that these lists—parentIndex, childrenIndex, relativeChildIndex, nonInstantTaskStatus, parentCompositeIndex, and childConditionalIndex—are constant. I'll attempt to make all instances that share the same external behavior use the same array. Additionally, I am not using any parentTask where CanRunParallelChildren = true.

Regarding the Pro version, I’ll definitely try it, but not right now, as I’m unfamiliar with DOTS. Also, in my project, I don't use any GameObjects for the behavior tree, I'm not sure if it will be easy to migrate to the Pro version.
 
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