Timeline for Why don't we use octogonal maps instead of hexagonal maps?
Current License: CC BY-SA 3.0
26 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Sep 8, 2020 at 11:33 | comment | added | Christian | There's a really great series of videos being created right now by the author of Hyperbolica, a game under development that's set in 3D hyperbolic space: youtube.com/… | |
Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
|
|
S Dec 17, 2015 at 17:06 | history | suggested | Stefan Stanković | CC BY-SA 3.0 |
Shorter links to Wikipedia.
|
Dec 17, 2015 at 16:55 | review | Suggested edits | |||
S Dec 17, 2015 at 17:06 | |||||
Aug 18, 2015 at 11:16 | history | edited | Christian | CC BY-SA 3.0 |
Jeez, each time I come back here, I realize how bad my English really is.
|
May 10, 2015 at 18:17 | comment | added | Christian | And to extend on that: en.wikipedia.org/wiki/Geodesic_grid space.mit.edu/home/tegmark/icosahedron.html | |
Apr 10, 2014 at 22:55 | comment | added | Christian | About cheating for spheres: en.wikipedia.org/wiki/… (non-triangular geodesic dome) and xsi-blog.com/archives/115 plus jasondavies.com/maps/voronoi. | |
Mar 21, 2014 at 12:49 | comment | added | Zack Brown | +1 for "You'd need one hell of a story hook to justify a game on a Pringle." | |
Feb 13, 2014 at 12:37 | comment | added | Christian | Maybe I dismissed triangles too early. This game uses an interesting triangular/hexagonal hybrid by making figures stand on the vertices and using the edges for movement and interaction: kickstarter.com/projects/482445197/… | |
Jan 15, 2014 at 10:25 | comment | added | Christian | @TobiasKienzler Isn't the 4D Rubik's cube missing from that list? Anyway, Adanaxis sounds gleefully insane. As for higher dimensions, geometry becomes surprisingly boring in higher dimensions: en.wikipedia.org/wiki/List_of_regular_polytopes#Tessellations It really boggles my mind. I would expect there to be more degrees of freedom so more polytopes and stuff. But no. Even hyperbolic space that has that infinite number of tessellations in 2D space goes down to 0 in dimensions >5. Euclidean space retains its cubic tessellation in all dimensions. | |
Jan 15, 2014 at 7:30 | comment | added | Tobias Kienzler | @Christian Indeed :) Although 4D games such as Adanaxis (I haven't played it yet, though) may also be an interesting alternative. Hm, I wonder whether there are sensible higher dimensional honeycombs, but then this question would drift more and more towards math.stackexchange.com ... | |
Jan 14, 2014 at 20:05 | comment | added | Christian | @TobiasKienzler Despite what I said in the answer, that would be pretty awesome. If a game isn't able to rewire our brains to comprehend 3D hyberbolic space, then what is? :) | |
Jan 14, 2014 at 19:14 | comment | added | Tobias Kienzler | Awesome answer, now I can't wait for a successor to Freelancer set in hyperbolic space due to some... accident. | |
Jan 9, 2014 at 23:56 | comment | added | Christian | Something I also thought about but couldn't find anything on: is there maybe a way to cheat. I mean everything here was about mathematically correct answers and regular shapes and whatnot. But for a game it would be perfectly fine if you distorted everything just a tiny bit as long as the player doesn't notice. I can very well imagine that you project the octagonal tiling in hyperbolic space onto a sphere and then somehow fiddled with the lines so that everything fits together on the other end. But that would be cheating twice and I have no idea how ugly it would turn out to be. | |
Jan 5, 2014 at 20:43 | history | edited | Christian | CC BY-SA 3.0 |
Ts, 20 upvotes and nobody noticed this mistake? ;)
|
Jan 5, 2014 at 5:34 | comment | added | Christian | @IlmariKaronen You're right, a honeycomb of Catalan solids would be acceptable, too, since the distance between adjacent cells would be equal. I didn't think of that :) | |
Jan 5, 2014 at 2:26 | comment | added | Ilmari Karonen | 3D does have a regular analogue of the hex grid, namely the FCC lattice, whose unit cell, the rhombic dodecahedron, is a Catalan solid (i.e. all its faces are identical and symmetric, even though not all the corners are). Haven't seen many games using it, though. | |
Jan 4, 2014 at 23:19 | comment | added | Christian | Pro tip: if you feel like being elected official ruler of the nerdiverse, make a Dwarf Fortress in a dodecahedral honeycomb in hyperbolic space. If you don't want anyone to challenge you for that title ever again and also make the Vulcans land and offer their submission under your rule before we even invent the warp drive, write it in an according Funge dialect (quadium.net/funge/spec98.html). | |
Jan 4, 2014 at 22:52 | history | edited | Christian | CC BY-SA 3.0 |
Slight grammar fix. Sorry, every time I see this, I spot new stuff :/
|
Jan 4, 2014 at 14:55 | history | edited | Christian | CC BY-SA 3.0 |
added picture to implementation tips
|
Jan 4, 2014 at 14:43 | history | edited | Christian | CC BY-SA 3.0 |
two sentences about actually implementing this, before someone goes insane on shaders ;)
|
Jan 3, 2014 at 18:18 | history | edited | Christian | CC BY-SA 3.0 |
source link fixes
|
Jan 3, 2014 at 17:23 | history | edited | Christian | CC BY-SA 3.0 |
added more pictures and truncated square tiling explanation
|
Jan 3, 2014 at 15:15 | review | First posts | |||
Jan 3, 2014 at 16:02 | |||||
Jan 3, 2014 at 15:03 | history | edited | Christian | CC BY-SA 3.0 |
readability fix
|
Jan 3, 2014 at 14:57 | history | answered | Christian | CC BY-SA 3.0 |