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Article #332Re: Line Of Sight For Hex Maps
From: neil.a.kirby
Date: Sat, 11 Apr 1992 23:07
Date: Sat, 11 Apr 1992 23:07
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1336 bytes
In article <wyman.702316368@granite> wyman@rtsg.mot.com (Mark S. Wyman) writes: >Does anybody know of a good way to compute line of >sight for a hex based map. The way I was thinking >of implementing a hex map was skewing (shifting) >every other row by one. Not sure how to do LOS >for this implementation. > I use what I call rational numbering. Even numbered columns carry even numbered rows only. Odd columns carry odd rows only. That get's around the problem of the ofset rows. Then you take the difference in columns, difference in rows (dc, dr). The hex n steps between two other hexes is hex1 + n/range * (dc,dr). Linear interpolation. Then force the result into rational if it's not there already. The HARD part is making sure that the algorithm is REFLEXIVE. That is the path from a to b is the same as b to a. You will have to make some changes to force it, but they are minor. Neil Kirby
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Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!uwm.edu!linac!att!cbnews!nak From: nak@cbnews.cb.att.com (neil.a.kirby) Newsgroups: rec.games.programmer Subject: Re: Line Of Sight For Hex Maps Message-ID: <1992Apr11.230700.12402@cbnews.cb.att.com> Date: 11 Apr 92 23:07:00 GMT Article-I.D.: cbnews.1992Apr11.230700.12402 References: <wyman.702316368@granite> Distribution: na Organization: AT&T Lines: 19