|
|
|
 |

June 2nd, 2001, 10:37 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
People have asked Aaron for hex grids for years and he keeps saying "Never!". It's a good idea and I like it, but it just won't happen. Aaron likes his squares.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
|

June 3rd, 2001, 01:53 AM
|
Corporal
|
|
Join Date: May 2001
Location: Tallahassee, FL
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
Does anyone know of a good space combat game that uses these ideas? It's been a while since I emerged from my SE4 cave. 
|

June 3rd, 2001, 02:10 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Fix to movement problem
Hex grids are hard. The only programs that use 'em are fairly simple, I suppose because they spent all their time working on the Hexgrid system 
__________________
Things you want:
|

June 3rd, 2001, 06:59 PM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
I don't know how hard hexes are to program, almost every traditional computer wargame uses them. The hard part would be 3-d hexes!
|

June 3rd, 2001, 10:16 PM
|
Private
|
|
Join Date: Apr 2001
Location: Ocean City, NJ
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
Hex's aren't all that difficult and they actually involve less checking for an AI, multiples of six rather than mulitples of eight. The only reason why I've never wanted to write one is that you can't use a simple data structure, like a two dimensional array, to hold a game board. You have to use something more complicated like a graph.
|

June 3rd, 2001, 10:55 PM
|
Sergeant
|
|
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
Then thats probably why MM wanted to only make it 2D with squares. I don't see what the big deal is. I mean, the game is a little out of scale anyway. Also, you don't get much more advantage out of a Hex gride system yet you do gain more program time, complexity and possible errors which means more patches to fix bugs. Although I would like to see Hex too, it is probably just not important enough and too much work for MM to do.
__________________
Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
|

June 4th, 2001, 03:25 AM
|
 |
Corporal
|
|
Join Date: Nov 2000
Location: Ann Arbor, MI, USA
Posts: 191
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fix to movement problem
quote: Originally posted by Cyrus:
The only reason why I've never wanted to write one is that you can't use a simple data structure, like a two dimensional array, to hold a game board.
Actually, a hex board would could easily be stored in a 2-d array. One axis of the board is your first array subscript; another axis 60 degrees away is the second subscript. Any member of a regular 2-d tesselation can be described by only two coordinates; the coordinate axes, however, won't necessarily be orthogonal to one another.
The only problem then becomes that along one diagonal [i,j] --> [i+1, j+1], the distance is 1, while along the other [i,j] --> [i+1, j-1], the distance between hexes is two.
LL <-- shoulda majored in math.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|