[MUD-Dev] Re: Hex-grid mapping (example from PSL empire)

Pericolo DiMorte choke at sirius.com
Wed Dec 2 14:30:02 New Zealand Daylight Time 1998


Well, I apologize.

I thought *you* were arguing that there were not 6 neighbors and doing 
so in an unkindly way against a poster who I see as being a well
informed and constructive poster.
Consider my comment retracted.



----- Original Message ----- 
From: quzah [sotfhome] <quzah at softhome.net>
To: <mud-dev at kanga.nu>
Sent: Wednesday, December 02, 1998 2:14 PM
Subject: [MUD-Dev] Re: Hex-grid mapping (example from PSL empire)


>From: Pericolo DiMorte <choke at sirius.com>
>Date: Wednesday, December 02, 1998 11:06 AM
>Subject: [MUD-Dev] Re: Hex-grid mapping (example from PSL empire)
>
>
>>
>>----- Original Message -----
>>From: quzah [sotfhome] <quzah at softhome.net>
>>Sent: Tuesday, December 01, 1998 10:32 PM
>>Subject: [MUD-Dev] Re: Hex-grid mapping
>>
>>
>>>From: James Wilson <jwilson at rochester.rr.com> on Tuesday, December 01, 1998
>9:39
>>>PM
>>>Subject: [MUD-Dev] Re: Hex-grid mapping
>>>
>>>
>>>>On Tue, 01 Dec 1998, Jon Leonard wrote:
>>>>>On Tue, Dec 01, 1998 at 07:51:24PM -0500, James Wilson wrote:
>>>
>>>[snip]
>>>>>Would you have been happier if I'd drawn my hexes like this?
>>>>>
>>>>>        / \   / \   / \   / \
>>>>>       /   \ /   \ /   \ /   \
>>>>>      | 0,2 | 1,2 | 2,2 | 3,2 |
>>>>>      |     |     |     |     |
>>>>>     / \   / \   / \   / \   /
>>>>>    /   \ /   \ /   \ /   \ /
>>>>>   | 0,1 | 1,1 | 2,1 | 3,1 |
>>>>>   |     |     |     |     |
>>>>>  / \   / \   / \   / \   /
>>>>> /   \ /   \ /   \ /   \ /
>>>>>| 0,0 | 1,0 | 2,0 | 3,0 |
>>>>>|     |     |     |     |
>>>>> \   / \   / \   / \   /
>>>>>  \ /   \ /   \ /   \ /
>>>>>
>>>>>Those are really hexagons...  And the six neighbors have the coordinate
>>>>>deltas I specified.  The fact that they don't look pretty in ASCII graphics
>>>>>says little about the math.
>>>
>>>[snip]
>>>>nevertheless there are eight neighbors of each node, not six. perhaps he
>>>doesn't
>>>>care about that.
>>>>
>>>>James
>>>
>>>
>>>I'm not sure I follow here. Where are the extra two neighbors that only you
>>>see?
>>
>>look, I don't mind seeing an inordinately large number of fairly uninitiated
>posts
>>by you, quzah - but can you at least be courteous to people who *do* contribute
>>to the list constructively?
>
><sarcasm>Forgive me, father, for I have sinned.</sarcasm>
>>
>>This is the same hex system that PSL Empire used in its final incarnation, by
>>the way.  He took what was essentially a 2d array and shifted every even row by
>one
>>so that the displayed map looked like this
>>
>>-    000000000000
>>-    112233445566
>>- 00 X X X X X X
>>- 01  X X X X X X
>>- 02 X X X X X X
>>- 03  X X X X X X
>>- 04 X X X X X X
>>- 05  X X X X X X
>>- 06 X X X X X X
>>
>>Looks like crap with this stupid font.  Oh well.
>>
>>Anyhow for example: 2,3 has 6 neighbors which include the 4 hexes at the
>diagonals of each 'cell' plus the one above and one
>>below skipping a row.
>>
>>By the way, I wonder what Peter Langston is up to these days?
>
>
>Thanks for your instructive reply. I did not see the other two neighbors. I
>suppose not all of are as brilliant as you are all of the time. When I was
>seeing it, it was a hex, not a box scooted over. From my vantage point, it
>only had six neighbors, not eight. I suppose next time, as not to clutter
>up the list, I'll just not bother posting, and remain in the dark; not as
>enlightened, but not as rebuked. Enjoy your lack of my clutter from now on.
>
>Quzah.
>
>
>-- 
>MUD-Dev: Advancing an unrealised future.
>
>





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