A case study in grids, grid generation, and pathfinding focusing specifically on hex grids
Through this case study I hope to explore the usecases of hexagonal grid and related systems as often seen uitilized in strategy games.
The following are learning goals and target systems for optimization:
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Efficient and scalable methodology of grid creation utilizing:
A) hexes and hexagonal mesh procedural generation.
B) given external meshes that are expected to be hexagonal prisms
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Simplistic birds eye view camera controller
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pathfinding on a non-square grid system that:
A) Accounts for obstructions
B) Vizualizes given movement ranges and pathing
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Data handlers that exist within hexes for various "characters" that will want variable "statistics"
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Regularly used shaders such as: outline, highlighting, fog (of war), and bobbing element.
The result of this case study is to posses a deep understanding of these systems and how to optimize them. Along with a robust and usable skeleton that can be used in future related projects.