A 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…
Hexagonal Grids (2013)
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Re: Hexagonal Grids (2013)
#52For a semi-goofy take (CGPGrey) on hexagons: https://youtu.be/thOifuHs6eY
Image: "Hexagonal formations on the surface of the Salar de Uyuni (Bolivia, 3,656 meters above sea level) [0] as a result of salt crystallization from evaporating water": https://en.wikipedia.org/wiki/Salar_de_Uyuni#/media/File:Sal...
"During the rainy season (December to March) the salt flat gets covered with a layer of water. As the water evaporates under largely still conditions, the salt forms hexagonal shapes (optimal for heat transfer) on its surface known as Bénard cells, an example of the Rayleigh–Bénard convection [1] phenomena." [2]
[0] https://en.wikipedia.org/wiki/Salar_de_Uyuni
[1] https://en.wikipedia.org/wiki/Rayleigh%E2%80%93B%C3%A9nard_c...
[2] https://commons.wikimedia.org/wiki/File:20170809_Bolivia_158...
Re: Hexagonal Grids (2013)
#53Re: Hexagonal Grids (2013)
#54Re: Hexagonal Grids (2013)
#55A 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)
#56Earlier quoted context omitted.
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.
If you take diagonals to be 1.5, then distances are The half-short-side heuristic (sqrt(aa + bb) ~= a + b/2) makes taxicab very close to correct for non-square distance as well.
The same happens when you split your movements: For example: player A moves 6 each turn; player B moves 2 thrice in a turn. Conclusion: A outruns player B at speed (4,4)/turn vs (3,3)/turn. (For A d(4,4)=6; B has d(1,1)=1.5)
Re: Hexagonal Grids (2013)
#57A 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)
#58FWIW, 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…
I prefer Penrose tiling for all tabletop games. Sure, the number of directions for each tile vary, but distances are incalculable
Re: Hexagonal Grids (2013)
#59A 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)
#60A 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…
https://www.gearoidoconnor.ie/blog/2017/02/22/Building-on-de...