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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 ...
In geometry, the hexagonal tiling or hexagonal tessellation is a regular tiling of the Euclidean plane, in which exactly three hexagons meet at each vertex. It has Schläfli symbol of {6,3} or t {3,6} (as a truncated triangular tiling).
Six 10" x 10.75" plain hex grid map sections scaled to 1800 m (1968 yd) per hex; ... rising to the top of SPI's Top 10 list the month after it was released, and ...
Hex was also issued as one of the games in the 1974 3M Paper Games Series; the game contained a 5 + 1 ⁄ 2-by-8 + 1 ⁄ 2-inch (140 mm × 220 mm) 50-sheet pad of ruled Hex grids. Hex is currently published by Nestorgames in a 11×11 size, a 14×14, and a 19×19 size. [7]
A wide variety of such grids have been proposed or are currently in use, including grids based on "square" or "rectangular" cells, triangular grids or meshes, hexagonal grids, and grids based on diamond-shaped cells. A "global grid" is a kind of grid that covers the entire surface of the globe.
A specialized grid, used uniquely by NOAA, divides a chart of the world with latitude-longitude gridlines into grid cells of 10° latitude by 10° longitude, each with a unique, 4-digit numeric identifier (the first digit identifies quadrants NE/SE/SW/NW). inception: 2001: covered object: geoid: projection: none: Regular tiles: 36x18 ...
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