Come to think of things, I ran off a load of tessellating hexagons in
Turtle Graphics about
2 weeks ago using fekking code blocks.
Richmond.
On 29/6/2018 8:53 pm, Richmond Mathewson wrote:
I cannot for the life of me work out why it is relatively easy to
tessellate hexagons in BBC BASIC
on my BBC MODEL B while it is such a P.I.A. in LiveCode.
https://computer-literacy-project.pilots.bbcconnectedstudio.co.uk/jsbeeb/index.html?disc1=CLP0001.ssd&loadBasic=%2Fbeeb%2Floader%2F7c8bf2e3-5488-6322-09d6-e137cdae5605&autorun=1&model=Master
Richmond.
On 29/6/2018 2:05 pm, David V Glasgow via use-livecode wrote:
Not sure whether you really want to know or not ;-)
Richmond puts his finger on it really. Most of the properties of a graphic polygon don’t
relate to geometric features of the polygon itself - except when it is a rect. So, as
Richard says, tiling them or otherwise changing properties of target and adjacent hexes on
the fly will involve what the Bash Street Kids called "hard
sums”<https://www.beano.com/posts/beanotown-confidential-bash-street-school-staff-room>.
If I do go with hexes, I’m thinking the lazy way (my way) would be to simply
show hidden hexes rather than allow allow true creation. That would mean
having a hard edge - which on the plus side would at least prevent Richmond’s
flat earther’s falling off.
Best wishes,
David G
On 27 Jun 2018, at 10:32 pm, Bob Sneidar via
use-livecode<use-livecode@lists.runrev.com> wrote:
I would agree if I understood one word of it, or even what the problem was this
approach was trying to solve.
Bob S
On Jun 27, 2018, at 08:42 , Rick Harrison via
use-livecode<use-livecode@lists.runrev.com> wrote:
Great resource and read.
Thanks!
Rick
On Jun 27, 2018, at 5:30 AM, hh via use-livecode<use-livecode@lists.runrev.com>
wrote:
Here a rather complete guide to the "theory" with a link
to implementation guides for several programming languages,
especially, close to LC, JavaScript.
https://www.redblobgames.com/grids/hexagons/
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