![]() If it is not possible to solve an issue by using order, e.g. This covers glass elements in assets, vehicle windows and assets like fences with ornaments. Usually the pysical materials with transparency are used everywhere, where transparency is needed. It is possible to overlay another color map with the types supporting operations. Depending on the exact material type, they support normalmaps, color blending, dirt and rust. These materials are almost the same as the non transparent physical materials, but they do have transparency. PHYS_TRANSPARENT_NRML_MAP_UV1_OP_SMOOTH_LOD See there for details on compression requirements. The accepted file formats are TGA and preferably DDS. There are three types: two dimensional ( TWOD), cube map ( CUBE_MAP) and an array of two dimensional textures ( TWOD_ARRAY). The main article has two versions of hex-to-pixel, one for each orientation.Maps are used to describe the textures used by a material. Ok, now I’m ready to write the layout algorithms. I chose not to do that but I think it’s a reasonable choice. Using arrays of numbers (or a numeric array class) instead of separate structs with names will allow you to reuse more code. ![]() You can then use your library’s matrix inverse to calculate the inverse matrix. However, an alternate design choice is to reuse a standard vector library for all of these types, and then use standard matrix multiply for the layout. ![]() I use structs instead of arrays of numbers because giving a name to things helps me understand them, and also helps with type checking. Later on the page, FractionalHex is double, and OffsetCoord is int. Orientation is an angle, a double, and two matrices, each double or double. Side note: observe how many of these are arrays of numbers underneath. I’m going to use C++ for the code samples. I cover pathfinding for graphs on another page and won’t duplicate that code here. Once I have coordinates and the neighbors function implemented I can use all graph algorithms including movement range and pathfinding.I’ll define a second class FractionalHex for the two algorithms where I want to have floating point coordinates: linear interpolation and rounding. The main article doesn’t distinguish hexes that have integer coordinates from those with fractional coordinates.The same things I need to deal with for hex to screen (y-axis direction, stretch/squash, origin) have to be dealt with for screen to hex, so it makes sense to put them together. I also need a way to convert mouse clicks and other pixel coordinates back into hex coordinates.The main article always places the 0,0 hex at x=0, y=0. Support the 0,0 hex being located on the screen anywhere.The main article only supports equilateral hexes. Support stretched or squashed hexes, which are common with pixel graphics.The main article only covers y-axis pointing down. Support y-axis pointing down (common in 2d libraries) as well as y-axis pointing up (common in 3d libraries).The main article doesn’t cover some of the additional features I want: To draw hexes on the screen, I need a way to convert hex coordinates into screen space.A 2d array can be used but it’s not always straightforward, so I’ll create a Map class for this. A grid map will likely need additional storage for terrain, objects, units, etc.For offset coordinates, I’ll make a separate data structure Offset. Cube and axial are basically the same so I’m not going to bother implementing a separate axial system, and I’ll reuse Hex. For some games I want to show coordinates to the player, and those will probably not be cube, but instead axial or offset, so I’ll need a data structure for the player-visible coordinate system, as well as functions for converting back and forth.Since most of the algorithms work with cube coordinates, I’ll need a data structure for cube coordinates, along with algorithms that work with them.The first thing to think about is what the core concepts will be. Now let’s write a library to handle hex grids. The main page covers the theory for hex grid algorithms and math. The data structures and functions here implement the math and algorithms described on that page. Note: this article is a companion guide to my guide to hex grids.
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