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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