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Hexagon Grid

Discussion in 'Chaos Chronicles' started by HobGoblin42, Apr 9, 2013.

  1. HobGoblin42 Self-Ejected Patron Developer

    Self-Ejected
    Joined:
    Aug 25, 2012
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    2,417
    Location:
    Munich
    Codex 2013 Codex USB, 2014
    [​IMG]
    The world editor of Chaos Chronicles features automatic (p0lygonal) navmesh generation. We make use of that navigation mesh to compute a game hexagon board for combats. To do this we basically just have to lay a 2d grid of potential board fields on the navmesh polygons, and use navmesh raycasts to test in which directions they should be connected to their neighbours.
    We had a prototype up and running rather quickly and from there it was a long way of improving data structures and implementing algorithms to make use of the board data, i.e. path search, flooding with weighing of fields, etc. and to get the board (including combat animations and stuff) neatly visualized (neither being overly prominent, nor to technical, nor too hard to see and so on).

    Hexagons were definitely the right choice for our game world, as you can just build levels looking as naturally as you expect them to, and the hexes will mostly fit themselves into it like a charm.

    [​IMG]
     
    • Brofist Brofist x 8
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  2. Maerimydra Literate

    Maerimydra
    Joined:
    Apr 9, 2013
    Messages:
    15
    Hexagon Grid > Square Grid.
     
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  3. Davaris Australian Game Developers Developer

    Davaris
    Joined:
    Mar 7, 2005
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    6,450
    Location:
    Idiocracy
    Yeah, there's something about hexagons.
     
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