Originally posted by sophist Which I've always found annoying, but I've been unable to come up with something game-appropriate that works better.
Originally posted by sophist Seriously? I've had zero luck coming up with a scheme that meets the following requirements:
1) roughly spherical
2) all tiles have roughly the same size
3) all tiles have the same number of neighbors
4) the frame of reference is absolute, not relative
5) all tiles have roughly the same orientation
I can see dropping #5, but even with 1-4, I'm not sure it's possible.
1) roughly spherical
2) all tiles have roughly the same size
3) all tiles have the same number of neighbors
4) the frame of reference is absolute, not relative
5) all tiles have roughly the same orientation
I can see dropping #5, but even with 1-4, I'm not sure it's possible.
For the layout of the tiles, I decided to start with an icosahedron, then split each of the triangles into smaller triangles. I personally chose the left method of the image below, but there are a lot of other potential choices for how the triangles are split up, as long as it's the same way on every triangle on any one map.
Going even further than that, I figured that maybe triangles aren't the best shape in the world for the tiles. ...but when going from tiles, and when trying to avoid pentagons when there are hexagons elsewhere, the shapes would be stuck with roughly 60 degree angles on them somewhere. xP My idea was this:
I then just decided to place the map on a disdyakis triacontahedron and added some small bits of terrain.
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