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Article #1704

Visibility checks for hexmaps???

#1704
From: Frederick E. Brown
Date: Tue, 15 Dec 1992 20:48
23 lines
1172 bytes
Hey, does anyone have any good algorithms for determining
visibility on hexmaps.  Ya know, the kind of visibility checks
that practically every board combat game ever made requires.
For instance, to check if hex 1,1 can see hex 4,5 if something
blocking is in hex 2,2, etc.  Also need to be able to check for
blocking hexsides as well.  I know this may have been rehashed
a billion times but give me a break, my memory fades during
finals time.  Thanx for any help.  Also this group needs a FAQ
for this sort of stuff.
 
 
   1,1  1,2  1,3  1,4  1,5  1,6  1,7
   
      2,1  2,2  2,3  2,4  2,5  2,6
 
   3,1  3,2  3,3  3,4  3,5  3,6  3,7
   
      4,1  4,2  4,3  4,4  4,5  4,6
 
   5,1  5,2  5,3  5,4  5,5  5,6  5,7
 
 
-rick@wam.umd.edu
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Newsgroups: rec.games.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!haven.umd.edu!wam.umd.edu!rick
From: rick@wam.umd.edu (Frederick E. Brown)
Subject: Visibility checks for hexmaps???
Message-ID: <1992Dec15.204850.17493@wam.umd.edu>
Sender: usenet@wam.umd.edu (USENET News system)
Nntp-Posting-Host: rac2.wam.umd.edu
Organization: University of Maryland, College Park
Date: Tue, 15 Dec 1992 20:48:50 GMT
Lines: 24