Martin_Goliath
Posts: 98
Joined: 7/27/2007 Status: offline
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quote:
ORIGINAL: a white rabbit ..joining the edges is the problem, unless you use a North Pole centered projection, then your major headache is either sea-distances correct or land, but not both.. ..oh and as a map-maker working upside down gets quite spacey, i dread to think how the playrs would feel.. I was merely thinking of an alternative to plane maps to be implemented in the game engine itself. By having a spheroid grid mapping the earth's surface, map projection will not be an issue. The hard bit is setting up the hex relations (which hexes are considered adjacent to a particular hex). This is non-trivial, but is done on a regular basis when generating grids e.g. for fluid-dynamical computations (I believe triangular grids are often used, which could be useful here since hex centres form a grid of equilateral triangles). For example, if we arbitrarily choose the North Pole to be hex (0,0), it would be surrounded by hexes (0,1) through (5,1), and so on going southwards. Down at the equator, hex (0,100) would be adjacent to (399,100) or so @ 100 km/hex. Finally, the South Pole would be hex (0,200) or something, surrounded by (0,199) through (5,199). Scrolling around in your map window would be like Google Earth, but since you have such a small patch of the map visible, the curvature would not be a big issue (at the normal zoom level for game play, my [admittedly low] screen resolution usually lets me see 20 hexes width at a time, which would be 2000 km @ 100 km/hex). Hence, the map window could probably look and feel as usual (however, I guess the minimap would be something else!). Off-map staging areas will be difficult, since there are no map edges. I suppose we would have to do without LGM
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