I don't like to use tree or linked-list, I prefer arrays and hash tables.
I haven't found many problems that couldn't be solved with simple arrays or hash maps.
Same thing about recursive functions, I never use them.
I haven't found many problems that couldn't be solved with simple arrays or hash maps.
Same thing about recursive functions, I never use them.
I very often use spatial hashing instead of quad-trees or octrees.
I rarely write interpreters but from memory a simple stack can go a long way.
Scenes are stored as flat arrays of components (ECS style)
Navigation (path finding) is very dependent on the internal level architecture, many tricks can be used to avoid trees or complex computations.