Tessellated hexagonal grid?
David V Glasgow
dvglasgow at gmail.com
Fri Jun 29 07:05:12 EDT 2018
Not sure whether you really want to know or not ;-)
Richmond puts his finger on it really. Most of the properties of a graphic polygon don’t relate to geometric features of the polygon itself - except when it is a rect. So, as Richard says, tiling them or otherwise changing properties of target and adjacent hexes on the fly will involve what the Bash Street Kids called "hard sums” <https://www.beano.com/posts/beanotown-confidential-bash-street-school-staff-room>.
If I do go with hexes, I’m thinking the lazy way (my way) would be to simply show hidden hexes rather than allow allow true creation. That would mean having a hard edge - which on the plus side would at least prevent Richmond’s flat earther’s falling off.
Best wishes,
David G
> On 27 Jun 2018, at 10:32 pm, Bob Sneidar via use-livecode <use-livecode at lists.runrev.com> wrote:
>
> I would agree if I understood one word of it, or even what the problem was this approach was trying to solve.
>
> Bob S
>
>
>> On Jun 27, 2018, at 08:42 , Rick Harrison via use-livecode <use-livecode at lists.runrev.com> wrote:
>>
>> Great resource and read.
>>
>> Thanks!
>>
>> Rick
>>
>>> On Jun 27, 2018, at 5:30 AM, hh via use-livecode <use-livecode at lists.runrev.com> wrote:
>>>
>>> Here a rather complete guide to the "theory" with a link
>>> to implementation guides for several programming languages,
>>> especially, close to LC, JavaScript.
>>>
>>> https://www.redblobgames.com/grids/hexagons/
>
>
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