Quote:
Imperator Fyron said:
Slick said:
I'm thinking this is a negative consequence of going from square grids to hex grids.
Hexes have 6 adjacent locations to analyze, squares have 8. If anything, hexes should reduce the pathfinding calculations by virtue of 25% fewer adjacent locations to consider. Of course, if you optimize it to ignore squares/hexes that are in the opposite direction of the target, you pretty much have 3 versus 3 locations to consider. Sight and larger systems, plus double the movement, seem like they would have more of an effect than hex vs. square.
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Except that your incorrect opinion does not reflect reality. Hex grids do require more math overall when compared to square grids. If hex grids provided more efficient pathing, then why aren't all 2D computer games coded for a hex grid? This is illustrated more especially in the early days of computer gaming, when computing power and graphics forced optimization everywhere. Nowadays, optimization is not so important to programmers. They expect their customers to store their bloatware on ever increasing storage devices and play their games with ever more powerful CPU's and graphics cards.