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demipomme
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Before I begin, I realise the controversial nature of this post and understand that this will never be implemented. I do however want to post it, just so its out there.
One of my biggest annoyances with civ 2 was the cylindrical world, so I have alway been a fan of a spherical world. It was not till recently however that I realised that squares don't fit on a sphere. So I set out on a quest to find a polygon that would enable a map spherical map:
- every polygon is of the same type (this excludes the hexagon-pentagon mix of soccer balls)
- every polygon is adjacent to the same number of polygons (this excludes cubes the corner squares of which are adjacent to seven rather than eight squares)
-the polygons are regular
The only answer I can find is to use equilateral triangles. I didn't like the idea at first, but it doesn't look too bad...
Attachment: british isles as triangles.png
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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I still have a document on icosahedra somewhere on my files (there's something to do with pentagons when you're trying to pave a spgere correctly, but I don't remember all of it - it's somewhere on these forums).
The CCS is Gary's dream, so it very much depends on him having time to do it.
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Max Sinister
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I always thought the problem with a CCs would be the question how you represent streets - it's easy for a unit to go from (x1, y1) to (x2, y2), but how do you get the fastest way from here to there? It's hard enough with tiles. Maybe it would help if you represented the roads not as one-dimensional lines, but as long-stretched areas, but I still don't know a working pathfinding algorithm. And that's what you'd need, right?
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shimmin
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Illinois, USA
Sep 1999 time: 05:29
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Before you give yourself a headache with the geometry, be aware that while there are several ways to tile a sphere with like polygons, none of them scale up to using a large number of tiles.
If you want a tile-based system with spherical geometry, you must accept that there will be a few corners, and then adapt your game mechanics so that they will not be terribly distorted at these corners.
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demipomme
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quote: Originally posted by shimmin
there are several ways to tile a sphere with like polygons, none of them scale up to using a large number of tiles.
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As far as I can see, triangles do scale up. Four (or more) equilateral triangles fit in each equilateral triangle. See picture below.
There are really two separate issues in modelling a sphere:
1. dividing the surface into evenly sized units
2. presenting the sphere on a 2D screen (i.e. the use of projections)
Number 1 is solved by using triangles.
Number 2 can be ignored if the player only ever sees the world in 3D as a sphere. Zoomed in, it would look slightly flatter.
N.B. apologies for a mistake I made in the first post of this thread, even using triangles not every polygon is adjacent to the same number of polygons
Attachment: triangle mapped sphere.png
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demipomme
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Also, could someone explain CCS or point me in the direction of an explanation?
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shimmin
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Illinois, USA
Sep 1999 time: 05:29
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N.B. apologies for a mistake I made in the first post of this thread, even using triangles not every polygon is adjacent to the same number of polygons
That's part of what I was referring to: on the example you provide, most of the triangles have 12 neighbors, but some have only 11.
If this is acceptable, then you can also use squares: most of the squares have eight neighbors, but some will have 7.
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Lord God Jinnai
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St. Louis
Sep 1999 time: 23:29
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In order to make a perfect sphere using anything but CCS some compromises will haveto be made.
FE: You could use hexigons, but you'd haveto accept that there would be exactly 5 pentagons, no matter what size.
Or triganles being the smallest unit, other than a pixel, to represent the map best would have exactly 5 areas where there would be 11 triangles vs. 12 as neigbors.
Compared to using squares, those disortions pale into signifgance.
There is no way around anything except with CCS.
Last edited by Lord God Jinnai on 02-02-2005 at 08:55
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alms66
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Louisiana
Oct 1999 time: 23:29
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Or if you're willing to accept a spherical world and not a true sphere.
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demipomme
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What would a CCS map look like?
If it is something like latitute and longitude, how do you counter for the increased resolution at high latitude?
I had a think about a sphere of squares and found this picture on the web. I can't visualise it, but couldn't you smooth it out into a sphere of squares?
Attachment: lego sphere.bmp
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alms66
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Louisiana
Oct 1999 time: 23:29
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quote: Originally posted by demipomme
Also, could someone explain CCS or point me in the direction of an explanation? |
CCS = Continuous Coordinate System
This is the type of movement system used in RTS games. Units don't rely on squares, they just move to a certain point in space (x & y coordinate). Presumably, cities and borders would work the same way for Clash.
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