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Old 03-13-2020, 04:02 AM   #12
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Game-world size of hexes

Quote:
Originally Posted by larsdangly View Post
bisecting the next hex
I hate half-hexes: it isn't immediately clear whether the hex is a valid place to stand or not. Look at a one-hex tunnel, 90 degrees misaligned from the orientation that would fit the grid neatly: the tunnel is one hex, then two half-hexes, then one hex... what on earth happens in the two half-hex bit? I guess it can't be zero hexes wide so maybe it's two? What if I put two fighters at that point and tell them to kill the guy who steps into the single hex? This is pretty much the worst way to arrange the hex grid there is.

Instead shift the tunnel sideways by half the length of a hexside. Now that first piece of one-hex tunnel consists of 79% (in area) of a hex, which clearly exists, plus 21% of a hex to its right, which clearly doesn't. And the next piece of tunnel is 79% of a hex which exists and 21% of a hex to its left which doesn't. And so on. The wall doesn't exactly fit the grid but nobody is in any doubt about whether they are in a valid hex or not, and there are no silly features as with half-hexes.

Last edited by David Bofinger; 03-13-2020 at 04:02 AM. Reason: Left some quote in by accident.
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