![]() Each direction on the cube grid corresponds to a line on the hex grid.Switch to flat topped or back to pointy topped hexagons. You can either offset the odd or the even column/rows, so the horizontal and vertical hexagons each have two variants. The most common approach is to offset every other column or row. Use either axial or offset coordinates for map storage, and displaying coordinates to the user. I recommend using cube coordinates as the primary representation. With hexagons, there are multiple approaches. With square grids, there’s one obvious way to do it. The rest of the article, describing algorithms on hex grids, will work even if your hexagons are stretched or shrunk a bit. The angles and spacing formulas I describe in this section won’t match the sizes of your hexagons. Some games use pixel art for hexagons that does not match an exactly regular polygon. The vertical distance between adjacent hexes is vert = height. The height of a hexagon is height = sqrt(3)/2 * This page includes interactive diagrams that require your browser to have SVG and Javascript enabled. The implementation guide has code in C++, Javascript, C#, Python, Java, Typescript, and more. The code samples on this page are written in pseudo-code they’re meant to be easy to read and understand. Many parts of this page are interactive choosing a type of grid will update diagrams, code, and text to match. I’ll describe the various ways to make hex grids, the relationships between them, as well as some common algorithms. I’ve been collecting hex grid resources for nearly 20 years, and wrote this guide to the most elegant approaches that lead to the simplest code, largely based on the guides by Charles Fu and Clark Verbrugge. Hexagonal grids are used in some games but aren’t quite as straightforward or common as square grids.
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