Any suggestions or support for hex?
by Christopher Dapo · in Torque Game Engine · 04/09/2007 (3:11 am) · 2 replies
I'm implementing hex grids for use in TGE, just wondering if there are any good tips on areas I should focus on. Looks like it'll work nicely so far:

This will be mostly for my current RPG project, Infinity. Any info on world positioning and related information would be useful as well because I'll have to design an infastructure that'll support my object handling hierarchy based on hex positioning. Thanks in advance!
- Ronixus
This will be mostly for my current RPG project, Infinity. Any info on world positioning and related information would be useful as well because I'll have to design an infastructure that'll support my object handling hierarchy based on hex positioning. Thanks in advance!
- Ronixus
#2

Using the hex as a base, there are tons of user editable capabilities, provided I get the editor working correctly, that I'm implementing as part of my RPG.
I'd say this is going to be easy compared to the modding I'll probably have to do to implement my game's unique perspective... ;)
Work goes kinda slow, but at least it's going...
- Ronixus
04/30/2007 (12:01 am)
Thanks for the study material, Rob! I'm actually delving pretty deep into my implementation of hexagons...
Using the hex as a base, there are tons of user editable capabilities, provided I get the editor working correctly, that I'm implementing as part of my RPG.
I'd say this is going to be easy compared to the modding I'll probably have to do to implement my game's unique perspective... ;)
Work goes kinda slow, but at least it's going...
- Ronixus
Torque Owner Rob Terrell
www-cs-students.stanford.edu/~amitp/game-programming/grids/ is probably the most straightforward resource.
sc.tri-bit.com/Hex_Grids{/url]
[url]http://www.gamedev.net/reference/articles/ar...
www-cs-students.stanford.edu/~amitp/Articles/Hexagon2.html
There are several examples of converting pixels to hex grid coordinates... basically replace "pixels" in the above with TGE world units. Adapt the psuedo-code to TorqueScript. Scale as necessary.