diff --git a/data-structures/trees.md b/data-structures/trees.md index c59210057..f8b1db5ef 100644 --- a/data-structures/trees.md +++ b/data-structures/trees.md @@ -27,7 +27,7 @@ about 2 hours - When records are kept in order in a binary search tree (or BST), everything on one side of any branch is a lower value, and everything on the other side is a higher value, so finding something again is extremely efficient. -- Companies that care about spacial positioning are likely to use something called quadtrees or octrees which are the 2d & 3d parallels of a BST (so you may see this used for optimizing physics simulations e.g. in game engines like [Unity](https://unity3d.com/) and [Unreal](https://www.unrealengine.com/en-US/what-is-unreal-engine-4).) +- Companies that care about spacial positioning are likely to use something called quadtrees or octrees which are the 2d & 3d parallels of a BST (so you may see this used for optimizing physics simulations e.g. in game engines like [Unity](https://unity3d.com/) and [Unreal](https://www.unrealengine.com/en-US/unreal-engine-5).) - [Agari](https://www.agari.com/) used [Radix tries](https://en.wikipedia.org/wiki/Radix_tree) to optimize their IP address search engine - their efficiency went from 0(n) (searching an array) to O(log n).