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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.

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Source Link

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

Source Link

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

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