Post by Keneto on Dec 30, 2010 12:41:39 GMT -5
Well... I've actually given quite a bit of thought about hex grids (or what I call hexagonal "fields"... grid says "square" to me). The whole "is this hex in or out" thing has always been a problem when it comes to illustrating and adjucating square (or, more generally, right-angled) structures on a hexagonal field. So I came up with the idea of using non-vertices anchor points (I say I came up with it, because as of yet, I haven't seen anything like it done in any other game).
See, the problem is that most folks when drawing square-ish things into a hexagonal field tend to draw the straight edges of the structures so that they line up with some of the hexes' edges. Likewise, they use the hex centre to designate right-angle points. This leaves the age-old issue, however, of designating whether or not some hexes are "in or out" because they are divided perfectly in half (in theory).
On the other hand, I feel the best way to draw square-ish structure (like a bridge, for instance) into a hexagonal field is to use anchor points (as a reference) that bisect two of the hexes' angular lines. The following image I quickly drew up in photoshop to illustrate:
The red dots are the anchor points. By drawing the lines using these simple references instead of using the existant hex lines, we always end up with hexes that must be either "mostly in" or "mostly out" (I shaded in the "mostly in" hexes). I think this eliminates the issue of whether or not an edge falls halfway through a hex of not, since it's impossible using this method.
I admit, it's not perfect. Obviously, perfect squares will never happen. On the other hand, perfect squares are rarely an issue in the practical sense of gaming. Some issues can arise when determining flanking/cover around certain corners, though.
See, the problem is that most folks when drawing square-ish things into a hexagonal field tend to draw the straight edges of the structures so that they line up with some of the hexes' edges. Likewise, they use the hex centre to designate right-angle points. This leaves the age-old issue, however, of designating whether or not some hexes are "in or out" because they are divided perfectly in half (in theory).
On the other hand, I feel the best way to draw square-ish structure (like a bridge, for instance) into a hexagonal field is to use anchor points (as a reference) that bisect two of the hexes' angular lines. The following image I quickly drew up in photoshop to illustrate:
The red dots are the anchor points. By drawing the lines using these simple references instead of using the existant hex lines, we always end up with hexes that must be either "mostly in" or "mostly out" (I shaded in the "mostly in" hexes). I think this eliminates the issue of whether or not an edge falls halfway through a hex of not, since it's impossible using this method.
I admit, it's not perfect. Obviously, perfect squares will never happen. On the other hand, perfect squares are rarely an issue in the practical sense of gaming. Some issues can arise when determining flanking/cover around certain corners, though.