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RE: FOW/Intelligence - 2nd part of the map
Posted: Wed May 20, 2015 10:12 am
by morvael
Panther Games' games either use very tiny hexes or very tiny squares... After all the position of units in 2D space must be recorded [:)]
There is no escape from THE GRID.
RE: FOW/Intelligence - 2nd part of the map
Posted: Wed May 20, 2015 10:50 am
by Mehring
ORIGINAL: morvael
Panther Games' games either use very tiny hexes or very tiny squares... After all the position of units in 2D space must be recorded [:)]
There is no escape from THE GRID.
I'm curious about that. Their units occupy a variable space depending on size and formation/deployment mode so although I guess the map must ultimately be composed of some kind of shaped "atoms," a Panther Games unit occupies a varied number of them at any time rather than a single one. In that way, aren't the grid limits overcome, or is a unit's location still based upon single hex/square occupancy?
RE: FOW/Intelligence - 2nd part of the map
Posted: Wed May 20, 2015 11:01 am
by morvael
My guess it's about 2d geometry, shape with location and rotation. Then it's a question of intersections (with terrain features which are also shapes, and other units), ranges between closest points, and centers of weight etc.