Timeline for Algorithm to determine all hexagons within an arc from a starting hexagon
Current License: CC BY-SA 4.0
15 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S May 7, 2018 at 19:34 | history | suggested | Rodia | CC BY-SA 4.0 | Replaced blacklisted 'hexagon' tag with 'hexagonal-grid' |
| May 7, 2018 at 1:22 | review | Suggested edits | |||
| S May 7, 2018 at 19:34 | |||||
| Oct 29, 2017 at 18:28 | history | tweeted | twitter.com/StackGameDev/status/924704508680208384 | ||
| Oct 29, 2017 at 15:48 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Sep 15, 2017 at 23:56 | answer | added | amitp | timeline score: 1 | |
| Apr 20, 2017 at 22:32 | comment | added | Brian Sturk | Thanks for that, and yeah I used that site a lot when doing LOS. Unfortunately, not a lot of info related to this particular issue. | |
| Apr 20, 2017 at 22:29 | comment | added | user16195 | Not sure if this will help but its worth looking into: redblobgames.com/grids/hexagons | |
| Apr 20, 2017 at 14:10 | history | edited | Brian Sturk | CC BY-SA 3.0 | added 337 characters in body |
| Apr 20, 2017 at 14:02 | comment | added | Brian Sturk | Thanks for responding everyone. I index them in an array but the are stored with offset coordinates. Going by the first picture, I need to arc out 120 degrees and 60 degrees. The 2nd picture, seems like a 180 degree arc jetting out from the upper 2 vertices. And yes, I could just do that kind of approach. I would be done once and be cached it so there would just be that one time penalty. I do the same with LOS, I tuck away LOS from every hex to every other hex and tuck away the hexes between the 2 points to check for dynamic entities (like moving troops, smoke, etc). | |
| Apr 19, 2017 at 23:46 | comment | added | Victor T. | If the maximum distance from the center of the arc is a small number of hexes, you could try out a "dumb" implementation. Checking all of the hexes within a short range (say, 5 tiles away or less) should be quick. I'm assuming here that you don't need to do this 1000s of times per frame...though that still may be fast enough. | |
| Apr 19, 2017 at 20:36 | comment | added | Peter | This depends on how you index your hexes, and what kind of arcs you want to support. | |
| Apr 19, 2017 at 20:06 | history | edited | Brian Sturk | CC BY-SA 3.0 | clarified that this is hexagons, not hexadecimal |
| Apr 19, 2017 at 19:02 | comment | added | Richard Tingle | Part of the problem with your searching may be that that shape is a hexagon not a hex. When you said hex I initially thought you ment the hexadecimal number system (that is sometimes called hex) | |
| Apr 19, 2017 at 15:20 | review | First posts | |||
| Apr 19, 2017 at 17:59 | |||||
| Apr 19, 2017 at 15:17 | history | asked | Brian Sturk | CC BY-SA 3.0 |