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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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Attachments:
Download 'shm_2018-6.png' (86 KB)
Preview of image 'shm_2018-6.png'
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Reminds me for the map of a computer game. :-)
---
http://www.avg.com
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Reminds me for the map of a computer game. :-)
---
http://www.avg.com
Post a reply to this message
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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.
Post a reply to this message
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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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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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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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