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Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 06-07-2003 14:03
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#31 Report this post to a moderator
Avatar Enlargement: We've got the solution

I don't mind the idea of dropping the tile system entirely and replacing them with something like a proximity-based system but we should have little problem using hex-based tiles on a sphere (the game would then kinda resemble board wargames with hex maps). The world would look similar (but not exactly) to a football (FIFA, not NFL ).

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:27
  Old Post 07-07-2003 02:42
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Edit . Nevermind that idea.

Last edited by Dauphin on 07-07-2003 at 02:49

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 07-07-2003 16:37
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Tell me what your idea was!

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 07-07-2003 23:13
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Probably something about maps being wrapped around other things.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:27
  Old Post 08-07-2003 08:28
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I was just thinking about all the weird and wonderful maps you could create and was trying to visualise particular maps in real space.

As such trying to play civ in/on a Klein bottle would probably not be a good idea.

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 08-07-2003 09:05
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It would be really cool to do a map that's non-euclidean.

Leland is offline Leland
Prince

Jan 2000
time: 07:27
  Old Post 08-07-2003 12:12
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I have an idea for a pentagonal map... that is, a map whose tiles are regular pentagons that fill an arbitrarily large area.

First, start off with a dodecahedron (consisting of 12 regular pentagons) and think of it as a sphere with a circumference of 1. Now, imagine another sphere inside it, which is only slightly smaller, and that there's a circular "edge" which connects these two spheres so that if you walk over the edge you always either drop from the outer sphere to the inner one, or climb from the inner one to the outer one in a continuous manner. On a computer where we think of the surface of the sphere (i.e. the actual map we see) as flat, the spheres can be exactly the same size, so what we've got is a map consisting of two spheres.

More spheres can be added in similar manner... the "edge" now works as a teleporter that always drops you down one level, except in the final level it puts you all the way to the top (or, if you are walking in the other direction, does exactly the opposite). It might be a little bit difficult to visualize, but I think that this way it may be possible to have a uniform map of regular pentagons.

Does this work?

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 08-07-2003 12:14
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This is how a rectangular map could have the topological properties of a Klein botle.

code:
______________________________________ | || || || | | a|| c|| e|| g| | || || || | | || || || | | || || || | | || || || | |h ||b ||d ||f | | || || || | ______________________________________

The columns of lines represent smooth frictionless hemispheres that units slide over.without stopping.
If a unit goes left from point a it moves to point b.
c<->d e<->f g<->h
It might be a good idea after all.

Last edited by geeslaka on 08-07-2003 at 18:10

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 08-07-2003 19:04
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Leland: How do you determine when someone crosses the edge?

Everyone: Keep in mind that there needs to be a way to display a reasonable amount of the map. If you can't visualize it, it can't be displayed. This is one of the reasons why I favor fooling around with square-based maps.

Leland is offline Leland
Prince

Jan 2000
time: 07:27
  Old Post 08-07-2003 20:27
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Actually, I realized that the scheme doesn't work out quite so easily. Back to the drawing board...

The "edge" was supposed to be just an arbitrary circumference of the sphere, like equator. It would have been totally invisible to the players. As for visualizing a map like that, well, I can think of multiple ways actually. One would be to allow gaps between tiles, and when scrolling the map the gaps would close so that they're least obtrusive at the exact center of the map. Another way would be to distort the map on the edges. Tiles would still be visible, but their shapes would be messed up. Next time, I think I'll try to come up with a visualization first and write the explanation around that. Maybe even make a little demo program or something.

To see weird topologies like this in actual games would probably require that the games themselves only have a very abstract representation of a map (e.g. as an arbitrary graph) and provides an API for plugging in new topologies and visualizations. I can't imagine that happening in commercial projects because it's beyond simple modding, but maybe an open-source project somewhere will take heed...

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:27
  Old Post 08-07-2003 21:45
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Erm.... How would it be hard to make a map with vectors? I mean exactly like in many RTS: you move on a distance X in a certain direction, simply.

Would it work well? For the AI, I guess they should have some specific rules... like having a specific goal which forms a rally point, or otherwise simply have units that are wandering in a specific area.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 08-07-2003 22:57
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Trifna: Which RTS has a vector-based map? AoE, Warcraft, and Starcraft are all based on squares.
It wouldn't be hard at all. A city would be at point A and draw resources from any object within a circle of radius 3. Terrain objects would affect the movement of any unit that passed within 1 unit of measurement of them.
Leland: If you are interested in working on an open source civ game go to http://freeciv.org

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:27
  Old Post 10-07-2003 05:16
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#43 Report this post to a moderator
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quote:
Originally posted by geeslaka
It might be a good idea after all.


It would be interesting, if nothing else it would help people learn about unfamiliar topography. I just don't think its a good idea for people trying to visualise the actual 'globe' you're playing on.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 10-07-2003 06:00
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I was thinking about that and I realized that if you displayed those four sections side by side and flipped two of them to avoid confusing the user it would be indistinguishable from a cylinder.

:) Smiley is offline :) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:27
  Old Post 29-07-2003 05:59 Visit :) Smiley's homepage!
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#45 Report this post to a moderator
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Screw spheres, I want a 3-D map!

General Ludd is offline General Ludd
Emperor
Minion of the Dominion
Aug 2001
time: 05:27
  Old Post 29-07-2003 07:25
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#46 Report this post to a moderator
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A few years ago, I was opposed to both spherical maps and hexagons. Now that technology has improved, I think a spherical map could be pulled off excellently. And, now that I have played more strategy games, I would really prefer hexagons no matter what squares just do not lend themselves to strategy. A spherical map built of hexigons could make an excellent civ game, i think.


And keep your doughnut worlds away from me.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 29-07-2003 08:22
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I shall guard my doughnut worlds well to protect them from your vicious attacks.

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 30-07-2003 10:39
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#48 Report this post to a moderator
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quote:
Originally posted by Smiley
Screw spheres, I want a 3-D map!


Could be done in a way. CtP has its land level and a space level (not to mention underseas). MoM had an air level, land/sea level, and an underworld level. I guess you could also have a multitude of underground levels too (like the Underdark in AD&D).

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 30-07-2003 10:43
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#49 Report this post to a moderator
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quote:
Originally posted by geeslaka
I shall guard my doughnut worlds well to protect them from your vicious attacks.


You'll still have your hands full if I find out your doughnut worlds have a cream filling.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 30-07-2003 11:19
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#50 Report this post to a moderator
Inflate your Upload Space

I'm sure someone will make a mod pack with that as one of the terrain types.

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 30-07-2003 12:00
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With the cream filling?

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:27
  Old Post 11-08-2003 10:28 Visit Inverse Icarus's homepage!
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#52 Report this post to a moderator
Remove this text

i'm thinking about what gees said, and adapted it to simple shpereical maps. i think it would be fairly easy to "fake" the sphere by creating "warps" that took you from the top of one area to the top of another, equidistant from the center of the map. to (ab)use his example:

code:
________________________________ | a b | | | | | | | | | | | | | | f e | ________________________________


a->b, f->e. it's simple. you'd essentially be splitting the globe in half, creating a central line.

say you have n tiles horizontally (width). the (n/2) tile would then "warp" to the nth tile. from there it's just a matter of indexing to find out exactly where each tile warps to, and an algorithm could be easily made to record it into a customized, easily made data structure (namely a matrix made of up, down, left, right pointers, and tile data). the up and down pointers of the top and bottom tiles would point to their "warp" mates, and after the game is loaded all movements would be instant, with miniscule cpu usage.

the only issue with this is, well, it's fake. it's simply not a spherical map, it's a flat map that teleports units. sure, you can send a ship north from canada and pop out above russia, but you can never center the map in such a way that you could see both.

also, this might have a major impact on how land masses at the poles look on the map. it probably isn't a major problem, but you would see civ2esque ice caps for antartica, a long stretch across most of the bottom, rather than a real-looking landmass. cities on the top and bottom would also have to load the info/images from the other side of the map, but thats gravy. it would look a little odd having a city at the tippy top of the map though, since you couldn't see the tiles directly north of it.

another thing: what should happen when you scroll up off the map? should it go to the bottom, maintaining your x position, or should it warp to where the center tile goes to?

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:27
  Old Post 11-08-2003 10:29 Visit Inverse Icarus's homepage!
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#53 Report this post to a moderator
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and for the record, i'm pondering many ways to create a real spherical map. gees just got me thinking otherwise for a second there.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 11-08-2003 14:08
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#54 Report this post to a moderator
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It isn't necessary to store an edge tile's neighbor. The neighbor can be found by a simple formula: new_x = ( x + ( map_x_size / 2 ) ) % map_x_size
new_x is what x coordinate the unit moves to.
x is where it is moving from.
map_x_size is the horizontal size of the map.
This same formula can be used in the map drawing function to remove the seams. With that being done, the user could scroll as much as they pleased without hitting the edge. To do this, the game keeps track of the map center with a point that has a y_max double map_y_size. If map_center.y is greater than map_y_size, the map is drawn upside down.
Another way to look at it would be to say that map_center is a point on a rectangle that is moved around. Here is an example of that rectangle.

code:
________________ |^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^| |^^^^^^^^^^^^^^^^| |vvvvvvvvvvvvvvvv| |vvvvvvvvvvvvvvvv| |vvvvvvCvvvvvvvvv| |vvvvvvvvvvvvvvvv| ________________

^ indicates that the space is right side up.
v indicates that the space is upside down.
C is where the center of the map is.

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 13-08-2003 08:52
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quote:
Originally posted by Uber KruX
and for the record, i'm pondering many ways to create a real spherical map. gees just got me thinking otherwise for a second there.


Hexes would work (I think I mentioned this earlier...). The world would look like a (FIFA) football only with thousands of facets. Hex maps have been used in board wargames for ages, it should work for Civ as well. Like the football, you would have a world that is a true sphere, not simulated.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:27
  Old Post 13-08-2003 09:01 Visit Inverse Icarus's homepage!
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#56 Report this post to a moderator
Lose 30 kilos (of popups)

but i thought there was only one amount of hexes that would work?

Vince278 is offline Vince278
King

Dec 2002
time: 05:27
  Old Post 13-08-2003 09:40
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The football has so few they had to add some pentagons to make it work. I'm not entirely sure on a huge scale.

geeslaka is offline geeslaka
Prince
of the purple hand
Jun 2003
time: 22:27
  Old Post 13-08-2003 10:01
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Hexagons alone tile flat. And, yes, it has been mentioned before. http://apolyton.net/forums/showthre...545#post2062545

Leland is offline Leland
Prince

Jan 2000
time: 07:27
  Old Post 13-08-2003 21:14
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The keyword is "geodesic sphere", in case anyone wants to google it up.

 
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