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  #1  
Old December 3rd, 2006, 07:53 PM
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Default Re: SEV: Taking me to the edge of sanity

Kooky theory? Geeze, sorry for hazarding a guess... Can you point out any mass-market (PC) games that used hexes? All I can think of use floating point or squares.

Anyways, this is all tangential to the point that hex grids don't necessarily require any more computational power than square grids...
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Old December 3rd, 2006, 08:07 PM
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Default Re: SEV: Taking me to the edge of sanity

Quote:
Imperator Fyron said:
Can you point out any mass-market games that used hexes?
Heroscape; but I agree the hex should be better than the square.
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Old December 3rd, 2006, 08:26 PM

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Default Re: SEV: Taking me to the edge of sanity

Quote:
Imperator Fyron said:
Kooky theory? Geeze, sorry for hazarding a guess... Can you point out any mass-market (PC) games that used hexes? All I can think of use floating point or squares.

Almost every wargame ever made?
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Old December 3rd, 2006, 08:32 PM
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Default Re: SEV: Taking me to the edge of sanity

"mass-market" is an important qualifier there. Wargames are generally even more niche than TBS space opera games.
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Old December 3rd, 2006, 08:33 PM

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Default Re: SEV: Taking me to the edge of sanity

Quote:
Imperator Fyron said:
Kooky theory? Geeze, sorry for hazarding a guess... Can you point out any mass-market (PC) games that used hexes? All I can think of use floating point or squares.

Anyways, this is all tangential to the point that hex grids don't necessarily require any more computational power than square grids...
Panzer General used a hex grid
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Old December 3rd, 2006, 08:35 PM

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Default Re: SEV: Taking me to the edge of sanity

OMG, I think Fyron might be about to lose an argument!

Quick, call the Guiness book!
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Old December 3rd, 2006, 08:41 PM
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Default Re: SEV: Taking me to the edge of sanity

Eh? I just said I couldn't think of any; I didn't say there weren't any. The argument was about computational efficiency anyways...
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Old December 3rd, 2006, 08:58 PM

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Default Re: SEV: Taking me to the edge of sanity

Just teasing you, bro

I personally don't have a clue which uses more resources for pathing calculations. But my personal prejudice is strong.

To me, hexgrids look "right" and "professional"

To me, square grids look "cheap", "cheesy", amateurish", and just plain "wrong".

Hey, I said it was prejudice, didn't I?
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Old December 3rd, 2006, 09:26 PM

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Default Re: SEV: Taking me to the edge of sanity

I don't think it's necessarily the hexgrid that makes it slower. The problem seems to be that the game is recalculating the entire travel path each hex a ship move, instead of only doing it when encountering something that demands a path recalculation( i.e. an enemy ship blocking a warp point or occupying a hex in the middle of your travel route comes into sensor range, preventing your ship from moving further, therefor requiring recalculation of the path ).
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Old December 3rd, 2006, 09:33 PM
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Default Re: SEV: Taking me to the edge of sanity

Raapys is right - not to mention that fact it does it so much more as a ship can travel 10-15 hexes per turn.
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