POV-Ray : Newsgroups : povray.binaries.images : Spiral Honeycomb Mosaic Progress Server Time: 14 Dec 2018 11:04:07 GMT
  Spiral Honeycomb Mosaic Progress (Message 1 to 7 of 7)  
From: Anthony D  Baye
Subject: Spiral Honeycomb Mosaic Progress
Date: 2 Nov 2018 19:25:01
Message: <web.5bdca3898f0be1adfd6b6fe10@news.povray.org>
Now with a coordinate system...

The coordinates are actually calculated based on the order the tiles are placed.
 I can't take credit for the method, but figuring out the notation was an
adventure.

https://gamedev.stackexchange.com/questions/71785/converting-between-spiral-honeycomb-mosaic-and-axial-hex-coordinates

The coordinate system is called Cube Coordinates. It's basically a 3D coordinate
system projected on a 2D plane.

Green = x
Red   = y
Blue  = z

I'm still trying to work out how the reverse conversion works.

Regards,
A.D.B.


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From: Sven Littkowski
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 3 Nov 2018 14:32:32
Message: <5bddb180@news.povray.org>
Reminds me for the map of a computer game. :-)

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From: Sven Littkowski
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 3 Nov 2018 14:32:34
Message: <5bddb182@news.povray.org>
Reminds me for the map of a computer game. :-)

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From: BayashiPascal
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 4 Nov 2018 10:50:00
Message: <web.5bdecde053b393dcaa3b06300@news.povray.org>
If you don't already know this site, I recommend it to you. It's my definite
reference for hexagonal grids:

https://www.redblobgames.com/grids/hexagons/



"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> Now with a coordinate system...
>
> The coordinates are actually calculated based on the order the tiles are placed.
>  I can't take credit for the method, but figuring out the notation was an
> adventure.
>
>
https://gamedev.stackexchange.com/questions/71785/converting-between-spiral-honeycomb-mosaic-and-axial-hex-coordinate
s
>
> The coordinate system is called Cube Coordinates. It's basically a 3D coordinate
> system projected on a 2D plane.
>
> Green = x
> Red   = y
> Blue  = z
>
> I'm still trying to work out how the reverse conversion works.
>
> Regards,
> A.D.B.


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From: Thomas de Groot
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 4 Nov 2018 12:10:09
Message: <5bdee1a1@news.povray.org>
On 4-11-2018 11:45, BayashiPascal wrote:
> If you don't already know this site, I recommend it to you. It's my definite
> reference for hexagonal grids:
> 
> https://www.redblobgames.com/grids/hexagons/
> 

Impressive. Now, what would it take to make hexagonal, seamless, 
height_fields? In POV-Ray?

At the moment, I make seamless height_fields with the help of 
GeoControl, which is able to turn out seamless, square,  tga maps. 
Making hexagonal ones would be a challenge I suppose. Are there 
applications that are able to do this?

-- 
Thomas


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From: Anthony D  Baye
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 4 Nov 2018 20:25:01
Message: <web.5bdf546e53b393dcfd6b6fe10@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 4-11-2018 11:45, BayashiPascal wrote:
> > If you don't already know this site, I recommend it to you. It's my definite
> > reference for hexagonal grids:
> >
> > https://www.redblobgames.com/grids/hexagons/
> >
>
> Impressive. Now, what would it take to make hexagonal, seamless,
> height_fields? In POV-Ray?
>
> At the moment, I make seamless height_fields with the help of
> GeoControl, which is able to turn out seamless, square,  tga maps.
> Making hexagonal ones would be a challenge I suppose. Are there
> applications that are able to do this?
>
> --
> Thomas

Once I get the reverse lookup function working, I'll be able to convert freely
between the index of each hexagon and it's location in cube-space. At that
point, I'll be able to create landscapes using Cellular Automata.

Making a height map might not be a good idea as sharp transitions tend not to
render well in my experience, but I could use tiles and just scale them
vertically.

The only problem I foresee with the reverse lookup is that it uses a matrix
transform which I'm unsure about how to implement in PoV SDL. That is, without
implementing a matrix math macro library.

Regards,
A.D.B.


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From: clipka
Subject: Re: Spiral Honeycomb Mosaic Progress
Date: 6 Nov 2018 09:29:05
Message: <5be15ee1$1@news.povray.org>
Am 04.11.2018 um 21:19 schrieb Anthony D. Baye:

> The only problem I foresee with the reverse lookup is that it uses a matrix
> transform which I'm unsure about how to implement in PoV SDL. That is, without
> implementing a matrix math macro library.

Implement it as a matrix transform, and make use of the `vtransform()` 
function?

You wouldn't even need to figure out the inverse transform matrix 
yourself; just make use the `inverse` keyword.


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