I have a hexagon tiled map in which i need to check when a hexagon is clicked. The hexagons aren't actually touching, rather they have a slight gap in between each of them. Does anyone know how I ...
I am trying to achieve to hexagon contour look you find in Civilisation 5: I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move ...
I'm trying to create a hexagon world map for my PHP browser based strategy game. I've created a table in my database with the following data per row: id, type, x, y and occupied. Where type is the ...
I've been creating a small hex grid framework for Unity3D and have come to the following dilemma. This is my coordinate system (taken from here): It all works pretty nicely except for the fact I ...
My 2D isometric game uses a hexagonal grid map. In reference to the image below, how do I rotate the light blue hexagon structures by 60 degrees around the pink hexagons? EDIT: Main hex is (0,0). ...
Thanks to this post I'm able to collect adjacent tiles to a given tile. But I'm pretty much stuck on an algorithm that gives me only a "ring" of tiles specified by an offset. The algorithm given in ...
Why are there large spaces between the hexes when rendered by HexagonalTiledMapRenderer? The tiles ARE black bordered, but that doesn't account for all the extra space. I was also able to get them ...
There seems to be quite a lot of logic in dealing with hexagonal grids using a system of axial coordinates like the one described here. In doing some reading about hex grids, though, I ran across the ...
I'm trying to implement a Line Draw or Line of Sight algorithm for my hex boardgame. Upon reading several different solutions from most common places like the Hex Bible none of the algorithms adapted ...