Rainbow Tiles
A contribution to #WCCChallenge 'Pride' as well as to #tilingtuesday
There's a little mouse interaction on #openprocessing, so check it out:
Rainbow Tiles
A contribution to #WCCChallenge 'Pride' as well as to #tilingtuesday
There's a little mouse interaction on #openprocessing, so check it out:
4️⃣ 909 ♥️ neon hex https://codepen.io/thebabydino/pen/zGmdep
Most people know my CSS stuff, but this was my most hearted @codepen demo for some three quarters of a decade... and it's a #canvas one! The #JS feels dated nowadays, but oh, well... still got a soft spot for this one.
#code #coding #frontend #hexGrid #web #dev #webDev #webDevelopment #geometry
逛 reddit 看到一款小遊戲
挺趣味的
hoplite
https://play.google.com/store/apps/details?id=com.magmafortress.hoplite
免費版可以玩到16關
每關難度遞增
隨機地形跟位置
有一點點難度
但當你熟悉玩法後
大概也就玩到16關了 XDD
Some advancments has been made on the game ! The rendering and the update of the game state are now seperated in their own threads, allowing us to increase the simulation speed without changing the number of FPS.
Also, we now cannot delete tracks directly under the train, and some great refactor on the logics of wagons has been made !
OG plays Sandwalkers (Demo)!
https://www.youtube.com/watch?v=Ye9PWc8iHnI
Like & Sub!
#Sandwalkers #roguelike #dungeoncrawler #hexgrid #strategy #pixelart #IndieGameTrends #IndieWatch #IndieGameDev #IndieGame #IndieGames #Gameplay #letsplay #gaming
OG plays Terrorformer TD (Demo)!
https://www.youtube.com/watch?v=AeYNoJwj8gU
Like & Sub!
#TerrorformerTD #towerdefense #roguelike #roguelite #hexgrid #isometric #IndieGameTrends #IndieWatch #IndieDev #GameDev #IndieGameDev #IndieGame #IndieGames #Gameplay #letsplay #gaming
If you want to catch-up with the #ParticularReality #DevLog, now is the time!
https://particularreality.substack.com
The next update is scheduled for Saturday, and it's going to be a pretty long read :)
Tons of information about hex grids.
The outstanding questions around this revolve around scale and rotation. To preserve the same orientation between hexagons and the underlying grid and align all of the different grid parts with integer coordinates, address the hexagons as described at https://www.redblobgames.com/grids/hexagons/but scale each coordinate by 6. Considering a rendering with +q east, +r southwest, +s northwest
The neighbors (q,r,s) of (0,0,0) are:
(6,-6,0) //northeast
(0,-6,6) //north
(-6,0,6) //northwest
(-6,6,0) //southwest
(0,6,-6) //south
(6,0,-6) //southeast
The diagonals, accordingly, are at:
(12,-6,-6) //east
(6,-12,6) //northeast
(-6,-6,12) //northwest
(-12,6,6) //west
(-6,12,-6) //southwest
(6,6,-12) //southeast
The borders are halfway between the centers, so:(3,-3,0)
(0,-3,3)
(-3,0,3)
(-3,3,0)
(0,3,-3)
(3,0,-3)
The corners come out to one third the distance to the diagonals:
(4,-2,-2)
(2,-4,2)
(-2,-2,4)
(-4,2,2)
(-2,4,-2)
(2,2,-4)
Please just take my word for it that all the algorithms still work, with tweaking. I don't intend to prove it here because I haven't written the tweaks yet myself.
This is all nice and neat, but the astute reader will note that there are also integer triplets that are valid points within each hex that are neither the center of a face, nor a corner, nor a border. In this system there are 30 in each hexagon. Is this actually a problem? I don't mind a sparse hash table. Your storage option might not work best in these circumstances. There is a balance. By giving integer coordinates to centers and (corners OR borders) you can reduce the number of these "empty" points. We can also get good savings by loosening a constraint and allowing the hexagon grid to rotate relative to the underlying coordinate system. If you have a trustworthy way of storing rational numbers, it might make more sense for you to store the coordinates as fractions. You could probably store fractional coordinates as IEEE754 numbers or strings if you wanna deal with that.
I have more thoughts! And housework to do! so more later!
#hexgrid #hexagons
I have a thought about a hexagonal grid naming/layout system expanding on @redblobgames@twitter.com 's cube coordinates, and it accounts for adjacent hexes' corners and borders rendering aligning by determining their cube coordinates. borders and corners can be stored on their respective hexes, or all three grid parts could be stored flat in the same hash (by their cube coordinates) and avoid double-rendering at all! Off the top of my head (I haven't played in years) this would be enough to implement the map for Settlers. #hexagons #hexgrid
History time! :)
#JohnZorn's #Cobra is an important piece in the history of #musicGames (called "#gamePieces" in #experimentalMusic).
Inspired by a #hexGrid #wargame, it's a complex mix of musical mechanics Zorn explored since the early 70s.
Alas, it didn't spawn a flurry of further experimentation. The Golden Age is still ahead of us... ;)
Hex game, 1977:
https://boardgamegeek.com/boardgame/4008/cobra-game-normandy-breakout
On the premiere event, 1984:
https://roulette.org/event/john-zorn-cobra-premiere/
Album (2 diverse takes), 1987:
https://youtu.be/WQy-7E-GIFw