Programming Hex Engine...
I currently have a well-working square tile engine in Java, but I want to use hexs now, because they look more appealing, and they transition better, and they are better for strategy games. I was wondering which is better horizonal hex or vertical like here: http://sc.tri-bit.com/Hex_Grids I'm trying to figure out the best one, im reading up on it, but programming hexs sounds hard, comming from squares lol.
DarkTech Software.
You can easily translate your square engine to a hex engine if you use the vertical orientation. The x-odd rows are offset up one half vertically. None of the calcualtions, such as distance, are very difficult, and the graphics are simple. Your map may be stored in a rectangular array just like a square game.
I've used squexes for years, which are squares that are offset to form a hex grid, but with simpler graphics as far as overlaps go.
I've used squexes for years, which are squares that are offset to form a hex grid, but with simpler graphics as far as overlaps go.
I'd like to see an Oct grid :)
If you've made a square tile grid a hexagonal grid shouldn't be too difficult. You're just tiling a shape with one extra side after all ;)
Personally I'd go for the vertically aligned hex grid. But that's just me. I have no real reason to the perference.
Good luck with that though DarkMortar. :)
If you've made a square tile grid a hexagonal grid shouldn't be too difficult. You're just tiling a shape with one extra side after all ;)
Personally I'd go for the vertically aligned hex grid. But that's just me. I have no real reason to the perference.
Good luck with that though DarkMortar. :)
Does anyone ever use the staggered tiles layout? Where in you work it exactly like a hex grid, except you don't draw the units six sided, but rather as four sided with every odd row offset by half? Seems like the easiest solution, given that coordinates are as easy as determining square regions, and that array storage would be a 2d grid with every odd dimension not using the last index.
william bubel
is there any real strategic difference between vertical and horizontal hex? I donno im really torn about which one i like better. Well actually whats important to me, is which hex will look BEST under texture transitions?
DarkTech Software.
ok i think i like the vertical one a lot better now, just looks better, and makes more sense to move forward straight.
DarkTech Software.
Quote:
I'd like to see an Oct grid :)
Go for it! [grin]
Actually, not much games (that I know of) use that. How hard would that be to impliment?
theres no oct grid because you cant tile those together...
DarkTech Software.
Quote:
theres no oct grid because you cant tile those together...
[embarrass]
Your right..
Quote:
Original post by Inmate2993
Does anyone ever use the staggered tiles layout? Where in you work it exactly like a hex grid, except you don't draw the units six sided, but rather as four sided with every odd row offset by half? Seems like the easiest solution, given that coordinates are as easy as determining square regions, and that array storage would be a 2d grid with every odd dimension not using the last index.
Isn't that what I posted? Squexes.
Sword of Aragon used that system, as well as my newer game (under development).
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