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#31 | |
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Join Date: Sep 2008
Location: near London, UK
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It played reasonably well. Whether it was worth the extra complication... |
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#32 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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If diagonal squares with no common sides are considered touching because they share a corner, why can't hexes with no common sides be considered touching because they share a spline?
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#33 |
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Join Date: Jan 2010
Location: New York
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Because at least one point, the intersection of the lines that make the corner, is shared between the squares. As the shared spline is a line, there is no shared point between the hexes connected by that spline.
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#34 | |
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Join Date: Jan 2008
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#35 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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What makes that particular geometric abstraction (the zero width shared point) sufficient for modeling the continuous movement of three-dimensional objects?
Last edited by jeff_wilson; 06-25-2010 at 06:35 AM. |
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#36 |
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Join Date: Jan 2010
Location: New York
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You just answered your own question.
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#37 | |
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Join Date: Nov 2009
Location: Southern NH, USA
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Exactly, the fastest route is in a straight line. Allowing diagonals at the very least helps the simulation of that and is more accurate then disallowing it. |
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#38 |
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Join Date: Dec 2009
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Actually, square grids perfectly model reality. I find, myself, that when running north-east, south-east, north-west or south-west I run exactly 41% faster than when running due north, east, west or south. It's eerie. Did you know that all race-tracks are built perfectly north-south or east-west? Did you never wonder why?
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#39 | |
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Join Date: Nov 2009
Location: Southern NH, USA
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#40 | |
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Join Date: Dec 2009
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...I can't do it. Square grids are easier to use, but make less sense. To be fair, hex grids aren't perfect. I use the ruler method myself; best way. |
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| Tags |
| grid, tactical combat |
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