David V Glasgow wrote:

> I had already worked through the ‘redblobgames’ resources, and it was
> the prospect of trying to implement a hex system in Livecode which was
> the gotcha.
>
> The frustrating thing is that the polygon object displays a nice
> scaleable hex - and yet it seems this is not a viable route?
I don't see why not.

There may be challenges if you have a very small tile size with many thousands of hexagons. But you'd need quite a few before the object count would pose a difficulty.
Catan has only 19 tiles, and has captivated millions of minds for decades.

Even if you need several hundred, you'll likely find using LC's built-in hit-testing for those more efficient -- and certainly much easier to code -- than calculating boundaries arithmetically on the fly.
I started exploring hex grids myself a few months ago, in a rare evening 
of spare time.  Didn't come up with much worth sharing (I have no 
immediate need at the moment so I didn't spend much time with it), other 
than recognizing the value of a few key functions (finding bounding 
tiles, managing directional options, etc.) and gaining a healthy 
admiration for how much more straightforward this sort of work is made 
when using LC's native objects.
--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 ____________________________________________________________________
 ambassa...@fourthworld.com                http://www.FourthWorld.com

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