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Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:37
  Old Post 04-07-2004 08:35
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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

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 04-07-2004 09:06
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Make a big ass sphere of LEGO if you're willing to give up diagonal neighbours.
Problem is, then you'd have some tiles connected to 9 others :/

Then again, there is no way to fit squares around a sphere without introducing errors like that. I say learn to live with it - it will make for a better game.

...I hope they allow us to realign the map instead of having it fixed so that up is north...

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:37
  Old Post 04-07-2004 09:46 Visit lajzar's homepage!
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Using teh current civ map style, we can implement the following shapes:

Flat - no wrapping
Cylinder - wraps around sides
Doughnut - Wraps around sides and top/bottom

We could also implement a sphere. This would require wrapping around the sides. In addition, as units go closer to the poles, the movement cost should decrease when going east-west. The exact formula can be calculated based on latitude and some sine equations.

the main disadvantage with that is that it'll play havoc on path-finding algorithms.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:37
  Old Post 04-07-2004 09:55 Visit Trip's homepage!
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quote:
Originally posted by General Ludd
It's still going strong with Dominions 2.

Well, I'm obviously speaking generally. There are exceptions to every rule. The principle remains the same.

Sn00py is offline Sn00py
King
From New Zealand
Aug 2001
time: 13:37
  Old Post 04-07-2004 09:58 Visit Sn00py's homepage!
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Why is this even being discussed? Firaxis already have a working engine and have moved onto the actual game.

Urban Ranger is offline Urban Ranger
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May 1999
time: 13:37
  Old Post 04-07-2004 11:15
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quote:
Originally posted by Trip
3D allows the zooming to be much more clear and concise. If you look at Civ 3's zoom then you'll see the problem - the map scrolls slowly there's only a couple levels and it doesn't look at that nice. Doing the map in 3D allows many more zoom levels to be implimented rather easily, and they'll all look just as good as any other, just bigger or smaller.

And that's not all 3D does - it makes it easier on the developers, because instead of creating objects in 3D and rendering them back to 2D (like they did for Civ 3), they can keep them in their native format, which look better and are also more flexible to use in game (rotating, zooming again, etc.).


Chrome and more chrome.

3D map must have an actual function in play other than to just looking good. I won't support it otherwise.

Urban Ranger is offline Urban Ranger
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  Old Post 04-07-2004 11:21
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quote:
Originally posted by Enigma_Nova
Why do you even need a Grid, anyway? Give stuff a movement radius and run it as vectors.


Nothing wrong with a grid. A coordinate system is just a grid of arbitrary precision. The problem is overlaying planar figures on solids.

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.

Urban Ranger is offline Urban Ranger
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  Old Post 04-07-2004 11:23
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quote:
Originally posted by Sn00py
Why is this even being discussed? Firaxis already have a working engine and have moved onto the actual game.


I hope they use a better engine than Civ 3.

Zeiter is offline Zeiter
Prince

Dec 2003
time: 23:37
  Old Post 04-07-2004 11:42
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I guess we just need to accept the fact that Civ4 is getting a 3D map solely for mainstream audiences. I mean, sure us hardcore civ gamers would be just fine with keeping the 2D (as long as the actual gameplay is improved - that's what we mostly care about! ). But mainstream gameplayers pay less attention to the actual gameplay and much more attention to the bells and wistles (the graphics and such). That's where the impetus for the "3D" map is coming from. So I don't think we should expect any huge gamplay ramifications from this - just improved graphics, that's all (sadly). It is in Firaxis' best interest to keep drastic risk taking and innovation to a minimum and to keep the new Civ as simple and "casual gamer friendly" as possible. The spherical worlds, while fascinating to ponder, look to be out of the question.

Does anyone have a model of a buckminsterfullerene molecule? I believe that could be a basis for a grid on a spherical world, maybe. Much too small though (only 60 atoms). But if it could be enlarged.

I actually think Enigma has the right idea with just forgetting the grid and using vectors. On a spherical world too!

Enigma_Nova is offline Enigma_Nova
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Nov 2003
time: 14:37
  Old Post 04-07-2004 16:10
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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 ...

Urban Ranger is offline Urban Ranger
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May 1999
time: 13:37
  Old Post 04-07-2004 16:21
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quote:
Originally posted by Zeiter
It is in Firaxis' best interest to keep drastic risk taking and innovation to a minimum and to keep the new Civ as simple and "casual gamer friendly" as possible.


No! It's not dumbing down is it? Say it ain't so.

Enigma_Nova is offline Enigma_Nova
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Nov 2003
time: 14:37
  Old Post 04-07-2004 16:53
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It's dumbing down. Firaxis is becoming mainstream. Repent.

Leland is offline Leland
Prince

Jan 2000
time: 07:37
  Old Post 05-07-2004 01:40
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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.

Drachasor is offline Drachasor
Warlord

Jun 2004
time: 00:37
  Old Post 05-07-2004 02:11
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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

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:37
  Old Post 05-07-2004 08:17 Visit Trip's homepage!
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quote:
Originally posted by Urban Ranger
Chrome and more chrome.

3D map must have an actual function in play other than to just looking good. I won't support it otherwise.

I'll repeat: it also makes things easier on the developers, allowing more time to work on other things for the game.

Is that good enough for you?

Graphics obviously have some bearing on the enjoyment people get from a game. Sure, you'll have people claiming that they could live with Civ 1 graphics with a better engine, AI, etc. but graphics isn't an issue that's ignorable. I don't think anyone would be willing to play Civ IV with the command prompt being the sole user interface.

And the fact is, 3D graphics will look better. Look at the Pirates screenshot. Adapting something like that into Civ 4 would be awesome (as long as the feeling of the game is preserved, of course, but that's implied).

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
time: 14:37
  Old Post 05-07-2004 13:47
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We can only wait until the game comes out to see if the graphics will look any good.

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:37
  Old Post 05-07-2004 22:38 Visit Max Sinister's homepage!
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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"...

Urban Ranger is offline Urban Ranger
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May 1999
time: 13:37
  Old Post 06-07-2004 12:15
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quote:
Originally posted by Trip
I'll repeat: it also makes things easier on the developers, allowing more time to work on other things for the game.

Is that good enough for you?


No.

If they go as far as bothering to make the world into 3D, it will not be much more difficult to actually implement the game in 3D. It will be more of APITA to convert everything back in 2D.

Urban Ranger is offline Urban Ranger
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May 1999
time: 13:37
  Old Post 06-07-2004 12:19
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quote:
Originally posted by Max Sinister
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?


Crossed a street? You mean using a road? That's easy, because roads are just a bunch of straight lines with beginning and end points.

orrery is offline orrery
Settler
More Perfect Union
Nov 2002
time: 05:37
  Old Post 12-02-2005 02:12 Visit orrery's homepage!
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Sim City 4 engine.

Panzeh is offline Panzeh
Chieftain

Jan 2004
time: 05:37
  Old Post 13-02-2005 21:16 Visit Panzeh's homepage!
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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.

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:37
  Old Post 17-02-2005 18:48 Visit Max Sinister's homepage!
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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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