FWIW, I strongly prefer square grids for tabletop games. Hexagonal grids give you precise measurements in exactly 6 directions. If you approximate sqrt(2) as 1.5 then square grids give you pretty darn accurate measurements in 8 directions, including 2 pairs of directions that are orthogonal, which is good for rectangular features like buildings. Furthermore the distance between two points can be quickly calculated wi…
> Hexagonal grids give you precise measurements in exactly 6 directions. Square grids give you precise measurements in exactly 4. > If you approximate sqrt(2) as 1.5 then square grids give you pretty darn accurate measurements in 8 directions, including 2 pairs of directions that are orthogonal If you approximate sqrt(3) as 1.75, then hex grids give you pretty darn accurate measurements in 12 directions, including 3…
Hexagonal Grids (2013)
41–50 of 77 posts
Re: Hexagonal Grids (2013)
#42FWIW, I strongly prefer square grids for tabletop games. Hexagonal grids give you precise measurements in exactly 6 directions. If you approximate sqrt(2) as 1.5 then square grids give you pretty darn accurate measurements in 8 directions, including 2 pairs of directions that are orthogonal, which is good for rectangular features like buildings. Furthermore the distance between two points can be quickly calculated wi…
On the other hand, for movement along the 8 directions the distance is 41% short, for movement along the 4 main directions, the taxicab distance is 41% longer than the actual distance. For a hexagonal grid, the distance is approximated by counting the number of cells of the shortest path. This has <10% relative error (IIRC) from the actual distance.
Re: Hexagonal Grids (2013)
#43A surprise to be on HN! Tech notes for the curious: I started the page in 2013 based on notes I had been collecting for ~20 years before that. I update this reference page as I come up with better visualizations and explanations. The last major update was in 2018 when I rewrote it from using d3.js to using vue.js. It greatly reduced the amount of code I was writing, and also let me make the page more interactive. I t…
Re: Hexagonal Grids (2013)
#44A surprise to be on HN! Tech notes for the curious: I started the page in 2013 based on notes I had been collecting for ~20 years before that. I update this reference page as I come up with better visualizations and explanations. The last major update was in 2018 when I rewrote it from using d3.js to using vue.js. It greatly reduced the amount of code I was writing, and also let me make the page more interactive. I t…
Re: Hexagonal Grids (2013)
#45Re: Hexagonal Grids (2013)
#46Hi
Re: Hexagonal Grids (2013)
#47Earlier quoted context omitted.
> Hexagonal grids give you precise measurements in exactly 6 directions. Square grids give you precise measurements in exactly 4. > If you approximate sqrt(2) as 1.5 then square grids give you pretty darn accurate measurements in 8 directions, including 2 pairs of directions that are orthogonal If you approximate sqrt(3) as 1.75, then hex grids give you pretty darn accurate measurements in 12 directions, including 3…
I haven't seen the 1.75 approximation; I'll have to work that out on paper later.
sqrt(3) = 1.73205080757
Re: Hexagonal Grids (2013)
#48FWIW, I strongly prefer square grids for tabletop games. Hexagonal grids give you precise measurements in exactly 6 directions. If you approximate sqrt(2) as 1.5 then square grids give you pretty darn accurate measurements in 8 directions, including 2 pairs of directions that are orthogonal, which is good for rectangular features like buildings. Furthermore the distance between two points can be quickly calculated wi…
Re: Hexagonal Grids (2013)
#49This is cool. I recently wrote an A* pathfinding system for a hex based game. Choosing a good coordinate system 100% makes this easier.
Re: Hexagonal Grids (2013)
#50https://github.com/churchofthought/HexagonalComplexAutomata
Or in WebGL: