Laurent:
Couldn't follow this. Actually hexes can't cover a sphere. There will always be bits that don't fit. The only polygons that can form a regular solid (an approximation to a sphere) are triangle (tetrahedron ot icosahedron) square (cube) and pentagon (dodecahedron), none of which are suitable. The nearest is the icosadahedron, in which the 20 big triangles can be subdivided into smaller triangles, 6 meeting at each vertex. However, at the vertices of the larger triangles, only five meet at a point.
Mapping onto a non-square based terrain really isn't difficult. The terrain is divided into polygonal areas of a uniform type, and texture mapped. Lest it is thought that this is a novel thought, ALL the 3D shoot-em-ups work this way. Personally I don't see why a strategy game can't do the same, with an enormous improvement in visual appeal. If that is combined with automatic micro-generation which I described elsewhere, we can get a very realistic simulation of a world.
Cheers
We could use hexagons, they can map both planes and spheres (sphere: 1hex 6hexes 1hex/1 6 12 12 1/etc as you grow), and I like the old hex-based wargames. Plus you don't have to worry about perspective.
Mapping onto a non-square based terrain really isn't difficult. The terrain is divided into polygonal areas of a uniform type, and texture mapped. Lest it is thought that this is a novel thought, ALL the 3D shoot-em-ups work this way. Personally I don't see why a strategy game can't do the same, with an enormous improvement in visual appeal. If that is combined with automatic micro-generation which I described elsewhere, we can get a very realistic simulation of a world.
Cheers
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