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The Battle for Wesnoth, a hex grid based computer game. A hex map, hex board, or hex grid is a game board design commonly used in simulation games of all scales, including wargames, role-playing games, and strategy games in both board games and video games. A hex map is subdivided into a hexagonal tiling, small regular hexagons of identical size.
The Hexagonal Efficient Coordinate System (HECS), formerly known as Array Set Addressing (ASA), is a coordinate system for hexagonal grids that allows hexagonally sampled images to be efficiently stored and processed on digital systems. HECS represents the hexagonal grid as a set of two interleaved rectangular sub-arrays, which can be addressed ...
Randomized depth-first search on a hexagonal grid. The depth-first search algorithm of maze generation is frequently implemented using backtracking. This can be described with a following recursive routine: Given a current cell as a parameter; Mark the current cell as visited; While the current cell has any unvisited neighbour cells
Lewis Pulsipher reviewed Hexagonal and Grid Mapping System in The Space Gamer No. 50. [1] Pulsipher commented that "This is an impressive product. If you want to hex-map large areas of a role-playing world, I know of no better aid." [1]
L 1 L 2 NUL 2 L 1 R 2: Hexagonal grid, spiral growth. R 1 R 2 NUR 2 R 1 L 2 : Animation. The hexagonal grid permits up to six different rotations, which are notated here as N (no change), R 1 (60° clockwise), R 2 (120° clockwise), U (180°), L 2 (120° counter-clockwise), L 1 (60° counter-clockwise).
Goldberg polyhedra are made up of hexagons and (if based on the icosahedron) 12 pentagons. One implementation that uses an icosahedron as the base polyhedron, hexagonal cells, and the Snyder equal-area projection is known as the Icosahedron Snyder Equal Area (ISEA) grid. [11]
As in generic tilings by regular polygons, is possible to tiling with regular face (like wall tiles can be rectangular, triangular, hexagonal, etc.), or with same face type but changing its size or angles, resulting in semi-regular shapes. Uniformity of shape and regularity of metrics provide better grid-indexing algorithms.
This is also the number of points of a hexagonal lattice with nearest-neighbor coupling whose distance from a given point is less than or equal to . The following image shows the building of the centered triangular numbers by using the associated figures: at each step, the previous triangle (shown in red) is surrounded by a triangular layer of ...