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Re: (TFT) Online Melee
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- Subject: Re: (TFT) Online Melee
- From: Christopher Fuhrman <firstname.lastname@example.org>
- Date: Wed, 18 Oct 2006 10:18:54 -0700 (PDT)
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--- Lloyd Weber <firstname.lastname@example.org> wrote:
> There are good ideas in there for line of sight. I've done my hexes
> differently though, and I'm hoping to be able to continue to use
> Java's graphics 2D package for calculating line/hex intersections.
> If Irun into
> trouble with it then I'll probably rewrite the whole hex board
> part, but for
> now I think its ok, and even seems pretty easy to work with.
> Thanks again!
For the record, I found (once again) the site by Mark Butler that has
another way of line-of-sight handling of hexagon maps (this time in
(and PCs) ago it seems, but I recently found it again with Google:
my Firefox browser) here: http://www.webwargaming.com/combat/los.js
The combat page loads in a lot of .js files, but I haven't seen
anywhere where these programs are documented (apart from the comments
which aren't too bad, and the rules that are documented) or
distributed as a .zip file or something more centralized.
One should realize that Mark Butler's hexagon mapping logic is based
on "hex parts" (http://www.webwargaming.com/hexpart/hexpart.html),
which is not a bad idea. It's yet another way to skin a cat.
I'm trying to develop a Java version of the stuff from Clark
Verbrugge's line-of-sight algorithms, but there are some cases where
the algorithm as-is fails and I'm trying to work out the bugs. The
whole "flattened" hex, non-orthogonal axes strategy is putting my
brain in a pretzel.
Ideally, I'd like to provide a HexCoordinates.java class that offers
functions for all of the tricky stuff, including distance, paths,
different variants of LOS, etc. I'm aiming for a good design that
would facilitate the building of other engines.
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