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5796 No. 5796 ID: b92442

The problem which seems to be older than gaming itself.
Anybody knows an elegant solution to put rectangular objects on a hexagonal grid without goofy things like doors being only able to be stepped through on a diagonal line?

Google provides many articles on hex and square based grids, but alas, I never found a satisfactory answer.
Also, I hate hexagonal houses.

Related question: Any good solutions for diagonal distances on a square-based grid? Square root of 2 is not really intuitive..
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No. 5802 ID: 1998cd

No idea with the main question. For the related one, whats wrong with 1.4? easy to remember, you dont usually that much precision in most boards, if you have to much trouble with the .4, round it up to .5
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No. 5803 ID: a41aaf

>Anybody knows an elegant solution to put rectangular objects on a hexagonal grid without goofy things like doors being only able to be stepped through on a diagonal line?
Make sure your grid resolution is high enough that a 'square' is just a chunk of hexagons (helps if you use 'squashed' hexagons). That, or if you're already working at an abstracted 'one grid space per object' level, don't worry about door orientation at all. If you need arbitrary shapes at arbitrary orientations, grid less is the way to go.
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No. 5804 ID: c00b0d

Main question: Hexes are an abstraction. Your characters aren't standing perfectly still in the center of their hexes swinging their weapons around when they fight, so why are they always in them exactly when they move?

Also, it can help a lot to draw lines for walls, rather than saying "this hex is passable, this one is not." Makes it easier to express more types of terrain.
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No. 5805 ID: a0d785

>>315802
>>315803
>>315804
OP here, thanks for your answers!

Actually going for a gridless system now, but hex grids are, and will forever be, on my mind. I really like their look and simple elegance. Although yu are right, the level of abstraction should be higher than what I had in mind (which is, dimension-wise, squad-level tiny. Hex grids might shine on division/brigade-level abstraction, though).

But now back to coding. And implementing a new pathfinding function. Sigh.
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No. 5811 ID: 192c6d

>>315796
The simplest way to remember them is to calculate the sides of the triangle and subtract 1 unit. If I move 5 units diagonally, that's 9 units (2N - 1).
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No. 5812 ID: 7a69ce

>>315811
This is... actually really useful. Ta.
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No. 5813 ID: f7166d

>>315805
For these reasons I use gridless and a little measuring tape. I find that it represents the proper size and distance of pretty much everything.
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