Article View: rec.games.programmer
Article #1383Re: Tile systems that work?
From: Amit J Patel
Date: Fri, 16 Oct 1992 13:01
Date: Fri, 16 Oct 1992 13:01
61 lines
3210 bytes
3210 bytes
In article <1992Oct15.215213.28751@mnemosyne.cs.du.edu>, vputz@nyx.cs.du.edu (Victor Putz) writes:
|>
|> Yes! At last someone who has agonized about this as well! I'm doing much
|> tthe same (tile-based wargame), and finally decided on the square format
|> with a twist or two. Each piece on a square has it's in-square position,
|> so the game acts as if it's on a much finer grid than the map of tiles.
|> Distance becomes a little easier, since it's absolute, pythagoras-style
|> distance.
|>
As a user, I think hex-based games look prettier. :)
I tried writing a hex-based game to see how the math worked out, and
here is my coordinate system:
/---\ /---\ /---\ /---\ /---\ /---\ /---\
< 0,0 >---< 2,0 >---< >---< >---< A >---< >---< >
>---< 1,1 >---< 3,1 >---< >---< A >---< >---< >---<
< 0,2 >---< 2,2 >---< >---< A >---< >---< >---< >
>---< 1,3 >---< 3,3 >---< A >---< >---< >---< >---<
< 0,4 >---< 2,4 >---< A >---< >---< >---< >---< >
>---< 1,5 >---< 3,5 >---< >---< >---< >---< >---<
< 0,6 >---< 2,6 >---< >---< >---< >---< >---< >
>---< 1,7 >---< 3,7 >---< >---< >---< >---< >---<
< 0,8 >---< 2,8 >---< B >---< >---< >---< >---< >
>---< 1,9 >---< >---< B >---< >---< >---< >---<
< 0,10>---< 2,10>---< >---< B >---< >---< >---< >
\---/ \---/ \---/ \---/ \---/ \---/ \---/
The reason I picked this over several other methods was that it's easy
to store, because it's just a rectangular array. (x,y div 2)
Vertical columns have the same x coordinate.
The "A" diagonal has the same x+y.
The "B" diagonal has the same y-x.
Distances are a bit tricky, because x isn't spaced the same as y:
d = sqrt( ((y2-y1) / 2) ^ 2 +
((x2-x1) / sqrt(3)) ^ 2 )
(Look at the equilateral triangle {(0,0),(1,1),(0,2)} to see where
I got that)
but they're not that bad once with this coordinate system. The
shortest path algorithm (for moving a piece from one location to
another) is what I'm working on --- I've started with the standard
textbook algorithm (graph traversal), but the nodes are so regular
that I thought I might be able to find something better.
I didn't get very far on my game because school started, but maybe
I'll get back to hexes someday...
Amit
--
/\\ Amit J Patel, amitp@owlnet.rice.edu
\\/ I think I'm at Rice University
Technical Details
Message-ID:
<Bw7tIy.MKL@rice.edu>Path:
arc1-ca.pugleaf.net!sparky!uunet!olivea!charnel!rat!usc!sdd.hp.com!cs.utexas.edu!uwm.edu!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!uw-beaver!rice!owlnet.rice.edu!amitpReferences:
<71405@hydra.gatech.EDU> <1992Oct15.215213.28751@mnemosyne.cs.du.edu>Show Full Headers
Complete Article Headers
Path: arc1-ca.pugleaf.net!sparky!uunet!olivea!charnel!rat!usc!sdd.hp.com!cs.utexas.edu!uwm.edu!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!uw-beaver!rice!owlnet.rice.edu!amitp From: amitp@owlnet.rice.edu (Amit J Patel) Newsgroups: rec.games.programmer Subject: Re: Tile systems that work? Keywords: graphics, tiles, easy, good Message-ID: <Bw7tIy.MKL@rice.edu> Date: 16 Oct 92 13:01:46 GMT References: <71405@hydra.gatech.EDU> <1992Oct15.215213.28751@mnemosyne.cs.du.edu> Sender: news@rice.edu (News) Reply-To: amitp@owlnet.rice.edu Organization: Rice University Lines: 61