It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]Converting between Rectangular and Canonical hex coordinates
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
Converting between Rectangular and Canonical hex coordinates
This technique combines lazy evalutation with caching of calculated conversions.
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid Finding shortest path on a hexagonal grid
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid
It's not necessary to distort your map, as conversion between rectangular and "canonical" coordinates is quick and easy. Here is a link to an intro on how to do it:
[Converting between Rectangular and Canonical hex coordinates][1]
This technique combines lazy evalutation with caching of calculated conversions. [1]: Finding shortest path on a hexagonal grid