Leland?
I can supply you with the code for a play project of mine, in which you can plug in a variety of bitmaps. The diamond, I found, made it very easy to calculate where everything WAS. Depending on how you orient the grain of the hex, you can add a WHOLE lot of work to your display graphics, and everything related.
If you use the vertices as well as the sides on the square, you get the basic 8 cardinal directions. Makes deciding which little map location and direction and pathing a bit simpler. If you go with hex, well... you have either 6 directions (side only travel) or 12 directions... but in either case, tracking and what not gets hairy. ESPECIALLY for the user. I know that instructing where what Army group is to go is supposed to be just click and drag... but some people prefer cursoring... and just cursoring around a hex map is hell. up-right down-right up-right down-right up-right down-right... just to go right (with grain running north south). Or up-right up-left to go UP (with grain running east west). You always lose true cardinality in ONE axis with hexes.
And if you use diamonds (squares at the isometric look of 45% rotation), you can always just study other games looks and see how they put together certain things, graphically. Makes ramping up on the graphics easier... you can always create your own, of course. Or go with a common look.
Cylinder? Ugho. What a waste of brain power around here. When are we going to move past the limitations of a simple memory 2 dimensional array and into a more spherical map? With talk of all these systems... climate, tectonic, and what not, I'd think sphere would be the way to go. And we, pardon, the group, might even be able to just go and incorporate the works of climatic, oceonographic, tectonic, and what not directly into the game. Sure, its fun inventing your own special wheel, but there is no need to be forced to do it...
I can supply you with the code for a play project of mine, in which you can plug in a variety of bitmaps. The diamond, I found, made it very easy to calculate where everything WAS. Depending on how you orient the grain of the hex, you can add a WHOLE lot of work to your display graphics, and everything related.
If you use the vertices as well as the sides on the square, you get the basic 8 cardinal directions. Makes deciding which little map location and direction and pathing a bit simpler. If you go with hex, well... you have either 6 directions (side only travel) or 12 directions... but in either case, tracking and what not gets hairy. ESPECIALLY for the user. I know that instructing where what Army group is to go is supposed to be just click and drag... but some people prefer cursoring... and just cursoring around a hex map is hell. up-right down-right up-right down-right up-right down-right... just to go right (with grain running north south). Or up-right up-left to go UP (with grain running east west). You always lose true cardinality in ONE axis with hexes.
And if you use diamonds (squares at the isometric look of 45% rotation), you can always just study other games looks and see how they put together certain things, graphically. Makes ramping up on the graphics easier... you can always create your own, of course. Or go with a common look.
Cylinder? Ugho. What a waste of brain power around here. When are we going to move past the limitations of a simple memory 2 dimensional array and into a more spherical map? With talk of all these systems... climate, tectonic, and what not, I'd think sphere would be the way to go. And we, pardon, the group, might even be able to just go and incorporate the works of climatic, oceonographic, tectonic, and what not directly into the game. Sure, its fun inventing your own special wheel, but there is no need to be forced to do it...


). That's 4 thousand of 1 million... or 8 thousand of 500 thousand... just what size a "grid" are you guys thinking? 16K by 250K? 32 x 125? 64 x 64.5? The second way, using an ARRAY (if you position the grain correctley), gets you row x column y... which you then turn into a straight unique for fast addressing (by multiplying x by number of columns and adding y to it). Guess what? This is the same whether it's a square, diamond or hex... only with hexes, you ALSO get into whether it's at 0 height, or the "odd" row and at the moved 50% offset in display and location. (Doesn't mess with your memory addressing, just what is by what, and what are legal move direction, as you only have 6, and where to display it in the GUI rendering... yadda yadda blah. You don't get this with SQUARES, making them easier to implement in your display.)
Anyway, just because there would be a great number of small primitive objects doesn't mean that there wouldn't be larger, emergent structures which would be just as comprehensible to the player as theit smallest parts. And this is what makes the game region-based instead of tile-based: you might have ten thousand tiles making up ten regions, which do you think the player will think of, tiles or regions?
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