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Hexagon Grid

Self-Ejected

HobGoblin42

Self-Ejected
Patron
Developer
Joined
Aug 25, 2012
Messages
2,417
Location
Munich
Codex 2013 Codex USB, 2014
CC_grid_2.jpg

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.

CC_Oct2012_BlogGrid1.jpg
 
Self-Ejected

Davaris

Self-Ejected
Developer
Joined
Mar 7, 2005
Messages
6,547
Location
Idiocracy
Yeah, there's something about hexagons.
 

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