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Drachasor
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quote: Originally posted by Enigma_Nova
Save for the 8 corners where you can go north, east and south and end up at your starting location. :/
Drachsor: It may look like a sphere, but try combining the hemisphere in your link with itself to produce a sphere.
You'll notice that it doesn't quite fit.
That sphere has a line of squares going around the equator.
Each square has a neighbour on both the north and south.
That in effect creates a series of bands, which can only end up as having the same # of squares around the equator in a small circle around the pole.
It is, in effect, a distorted cylinder. |
Right, the cube wouldn't quite work, it was an idea that occured to me briefly and I just wrote it down. When I was out at a friend's I realized it would need to be modified, as the corner squares only have 7 squares around them.
As for the example I gave, now that I look at it again, it has the same problem as the square. As you move up from the equator, you have less squares in each band (notice the vertical lines). So there will be squares that have north/south/east/west neighbors, but are lacking in diagonal neighbors. Basically, then, we can handle a sphere quite easily if we are willing to give up some diagonal neighbors.
Hmm, I am not sure if there is a way to map a square or hexagonal grid to sphere without having more or less neighbors in some areas.
-Drachasor
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Enigma_Nova
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quote: Originally posted by Urban Ranger
What should be done is to get rid of the planar figures and use a coordinate system. That will simplify a lot of things and movement can be as precise as you want. |
I was thinking of something like that.
Co-ordinate systems based on vectors, rather than entries in a database -
so you have a Vector which points to a base, rather than 'base' being linked to (62, 54).
... How come the staff gets to make a triplepost ...
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Leland
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quote: Originally posted by Drachasor
My understanding is that there will be a tile system, so it will have to be worked in somehow.
Getting rid of the tile system is a massive change, and would require a lot of diverences to the game, I think. Maybe in ciV or ciVI, but it is too much for cIV....at least considering the other changes I'd like to see. |
Well, I was originally just commenting your suggestion that it could be possible to hide the distortions of a spherical map somehow and that it requires a tileless system. So if we stick with tiles, the idea is not workable because the distortions are not in the just on the visual map on the screen, but in the game model itself. On the other if the game model is tileless, and we force some sort of pseudo-tiles on the visualization of that model, then we lose information and get strange effects like unit jumping between tiles when the player scrolls the map. Not to mention that it would be at least as massive a change as having a fully tileless game.
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Drachasor
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No, you can avoid people jumping tiles pretty easily. You just have an abstract map with vertices and connections.
For square tiles every vertex has a connection to 8 other ones, for hex tiles every vertex has a connection to 6 others.
The engine just applies that abstract map to a spherical mold, and tries to make it look like the tiles are all the same size when you take a peak. I'll look through my mathematics books to see if I can develop a proof on this. My studies haven't focused on this branch of the field.
-Drachasor
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Max Sinister
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I think I already wrote it somewhere, but again:
The problem with vector graphics are the streets, railroads and so on: I know at which coordinates my units are, I also know from where to elsewhere the streets do lead, but if I move a unit, how does the program calculate that I've crossed a street? Maybe they would've to program a tile system underneath, that tells me: "unit goes from tile with road to another tile with road, so you only pay one third of a movement point"...
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Panzeh
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In Highway to the Reich, a vector-based wargame, you can tell units to follow roads by simply giving them the command. There's no need to tell a unit specifically where the road is.
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Max Sinister
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And now for something different: The screenshots aren't here anymore, but I guess if you've seen 'em, you can remember how they looked. I'm sure it wasn't mentioned here, so: Did you see that the isometric tiles seem to have gone? The screenshots looked more as if they were drawn in a kind of central perspective...
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