Tessellated hexagonal grid?
Phil Jimmieson
phil at liverpool.ac.uk
Fri Jun 29 07:10:44 EDT 2018
Hi David,
Even with complex shapes, it’s pretty easy (once you have a template version) just to clone it, and then place it appropriately (and obviously that can be based on its centre, or, as you say, the edges of its rectangle). The maths shouldn’t be that hard (& I speak as someone who hates hard sums 😱).
Sent from my iPhone
> On 29 Jun 2018, at 12:05, David V Glasgow via use-livecode <use-livecode at lists.runrev.com> wrote:
>
> 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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