Timeline for Are there any hex tile sizes where both width and height are integers?
Current License: CC BY-SA 3.0
18 events
when toggle format | what | by | license | comment | |
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S May 8, 2018 at 17:57 | history | suggested | Rodia |
Replaced blacklisted 'hexagon' tag with 'hexagonal-grid'
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May 7, 2018 at 20:33 | review | Suggested edits | |||
S May 8, 2018 at 17:57 | |||||
Jan 1, 2017 at 18:54 | answer | added | GB Silent | timeline score: 1 | |
Oct 21, 2014 at 14:39 | comment | added | Tom Auger | @Zehelvion I think we've just coined the next-gen term: "Irrational Yak Shaving". | |
Oct 21, 2014 at 3:40 | comment | added | AturSams | That must be quite a yak, since its fleece go on and on when represented decimally and never repeat the same pattern (really) . I didn't remember that reference from Ren & Stimpy; it's good to know. :) | |
Oct 20, 2014 at 15:49 | comment | added | Tom Auger | @Zehelvion haha and NOW I know what you mean by "procrastination" - I just spend the last 2 hours shaving the irrational numbers yak, and NOT creating a hex-tile based game. | |
Oct 20, 2014 at 10:47 | answer | added | AturSams | timeline score: 4 | |
Oct 20, 2014 at 10:27 | comment | added | AturSams | If you're a curious type then by all means read this where it says "Proof by infinite descent". Just Ctrl + f to find it. | |
Oct 20, 2014 at 10:25 | comment | added | AturSams | @TomAuger Did not mean to offend. I don't think proc is uncommon or reveals poor character. I think everyone has a right to it unless they are obliged by contract to do otherwise. I actually think learning about irrational numbers through a game-dev q&a is interesting. | |
Oct 20, 2014 at 2:14 | comment | added | Tom Auger | @leewangzhong if I were comfortable with having some (but possibly not all) of the lines of the hex anti-aliased. I don't think anyone would argue that, if it were mathematically possible, it's preferable to draw along whole pixels. | |
Oct 20, 2014 at 1:46 | comment | added | user51585 | @TomAuger: Even though there are not "any hex tile sizes where both width and height are integers", one can "create pixel-perfect hex tiles" anyway. | |
Oct 19, 2014 at 20:24 | comment | added | leewz | You said "pixel", right? So you're talking about programming? Internally, you would work with ints to say which cell you're in (there should be online resources about hex grids), and the drawing of the lines will be done by the computer. (Think: You can't draw a circle, either.) | |
Oct 19, 2014 at 19:49 | comment | added | Tom Auger | I don't care about gameplay, but I do care about asset creation and the math involved in things like line-of-sight calculations and pathing. And where did that comment about "procrastination" come from? Maybe you could explain that before someone takes offense. | |
Oct 19, 2014 at 19:47 | vote | accept | Tom Auger | ||
Oct 19, 2014 at 7:40 | history | tweeted | twitter.com/#!/StackGameDev/status/523740414244057088 | ||
Oct 19, 2014 at 6:25 | comment | added | AturSams | This is not important to gameplay. It is a form of procrastination. If it very important to you, look for the closest match instead of an actual fit. | |
Oct 19, 2014 at 5:22 | answer | added | Seth Battin | timeline score: 16 | |
Oct 19, 2014 at 4:22 | history | asked | Tom Auger | CC BY-SA 3.0 |