Hex based games - Printable Version
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Hex based games - GregX999 - Apr 4, 2009 07:37 AM
I'm wanting to try to make a hex-based, turn based strategy game and I'm having a tough time trying to figure out how to design the "hex architecture" (for lack of a better term).
Does anyone know of any resources that discuss basic things like the best way to "orient" a hex-based coordinate system? Also slightly more advanced things such as movement & pathfinding on a hex-grid (where each hex has a different "movement cost") and finding LOS from one hex to another (assuming some hexes block LOS of course)?
Hex based games - maximile - Apr 4, 2009 02:48 PM
There's a bunch of links on this page: http://www-cs-students.stanford.edu/~amitp/gameprog.html#hex
Hex based games - Ingemar - Apr 6, 2009 09:17 PM
I have made a bunch of hexagonal games myself. Great fun, games change a lot with this simple change.
There are a few ways to handle it. Either you displace every other row or column by half a step, or you tilt the whole grid. Two of the eight directions are removed from the set of neighbors. Much follows naturally from there.
Hex based games - GregX999 - Apr 7, 2009 09:04 AM
Ingemar Wrote:I have made a bunch of hexagonal games myself. Great fun, games change a lot with this simple change.
Which coordinate system do you prefer, alternate row displacement or grid tilting? I read a few of those articles on site that maximile provided - it seems the alternate row displacement system would much easier to relate to while programming as well as not needing to deal with every row (or column) being a different height.
Also, have you done anything with calculating LOS?
Hex based games - Ingemar - Apr 8, 2009 05:47 AM
I generally prefer row displacement, but it depends on the need. I would use grid tilting when LOS is important. Well, that too depends on what kind of LOS. Just following the rows is not an issue, but a non-gridbased LOS is easier in a tilted space, I'd say.
Hex based games - Nosredna - Apr 25, 2009 11:48 AM
I've done hex algorithms twice. Once in C for CyberStorm (http://en.wikipedia.org/wiki/Missionforce_Cyberstorm) and once in assembly language for an arcade-action puzzle game (written in Assembly for Amiga and PC).
I recommend you try a couple different layouts and try working with them.
You can print out hexagonal charts and try various numbering schemes and orientations.