
Steve.
Moderators: Joel Billings, wdolson, Don Bowen, mogami
I just wouldn't thing a alevation of only...what?...300'?...would double the distance to the horizon though.
Couple of game engines which don't use hexes are the HTTR series and the CM series. AFAIK they use a 2D grid and 3D grid respectively. They are only dealing with small areas of the planet though ...
I think some of the later radars used thermals to increase ranges didn't they? Kinda like they do with sonar?
Makes sense...then agan, I'm just a humble ground pounder...
ORIGINAL: MengCiao
I think you could coarse-gain the terrain and fine-grain the other
coordinates.
And wouldn't one simple tensor-transformation take care of all
the planetary curvature vector problems? As long as you only use less than 1/2 the sphere?
I think it could be done...ie you could get rid of hexes and still have
a game that would run on a PC. It would have to be a completely different game engine obviously and restructuring everything to take
advantage of the non-hex world would be as much trouble as juggling
the coordinates all the time.
ORIGINAL: Mr.Frag
Get together with Zoomie and start working on it. You understand the math, he can code ...
ORIGINAL: MengCiao
ORIGINAL: Mr.Frag
Get together with Zoomie and start working on it. You understand the math, he can code ...
I'm sure we can make a game. What do you want in it that would be
diffferent due to having no hexes?
One thing (judging by HTTR)...you'll be able to zoom in and out.
Another...the AI will have to have hierarchical routines and these will
blend at some level with the ordinary TF and ship routines...as in "I drive
10 miles and check the radar...I see something...what next?"
I guess with no hexes you still need absolute time of some kind.
ORIGINAL: Mr.Frag
Get together with Zoomie and start working on it. You understand the math, he can code ...
ORIGINAL: Mr.Frag
ORIGINAL: MengCiao
ORIGINAL: Mr.Frag
Get together with Zoomie and start working on it. You understand the math, he can code ...
I'm sure we can make a game. What do you want in it that would be
diffferent due to having no hexes?
One thing (judging by HTTR)...you'll be able to zoom in and out.
Another...the AI will have to have hierarchical routines and these will
blend at some level with the ordinary TF and ship routines...as in "I drive
10 miles and check the radar...I see something...what next?"
I guess with no hexes you still need absolute time of some kind.
Yep, if you are getting rid of hexes, you might as well put *time* into the game. Who said it had to be turn based instead of event based ... game runs until event requires input ... you enter the input ... it continues to run ...
Heres where scripting comes into play for the engine ...
You script the conditions and responses that you want the interupts to happen.
TF reaches destination, TF encounters enemy, etc ...
You could script what happens ... if destination = true, unload then return to home port.
if enemy spotted, close range then stop with sighting report. wait for attack or shadow or flee order.
Right...but "Time" in a war game means some way of setting conditions where some other routine can intervene and change things...and this means the AI...but in the case we're describing the "AI" runs everything all the time by default unless there's some human intervention....so you sort of still need something like a turn especially if you're doing PBEM or
head-to-head.