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Hello everyone, I have been coding with Godot for about 5 years, and recently, I was tasked with making a hexagon grid-based tactical game. At first, I saw that Godot has Hexagon support, but then I came to a halt after realising that hex-tile logic is different from square-tile logic, which led me to consider making this post.
I searched the web for help and came to find an article all about hex-tile algorithms, which solved all of my problems. However, I would love to see some of its logic, if not all, in Godot. The article I found is (https://www.redblobgames.com/grids/hexagons/) from redblobgames.
I am aware that there are asset libraries for hex-tile logic, and that you can implement it yourself. The goal of this discussion is to discuss a possible implementation of hex-tile logic in the official Godot engine. The basic features that could be implemented are the cubic, axial, and double coordinate systems, and line drawing (func get_coordinates_in_between(a: CubicCoor, d: CubicCoor) -> Array[CubicCoor]: [a, b, c, d]).
I am sure there could be more to implement, so feel free to add to this post. Thank you for reading.
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Hello everyone, I have been coding with Godot for about 5 years, and recently, I was tasked with making a hexagon grid-based tactical game. At first, I saw that Godot has Hexagon support, but then I came to a halt after realising that hex-tile logic is different from square-tile logic, which led me to consider making this post.
I searched the web for help and came to find an article all about hex-tile algorithms, which solved all of my problems. However, I would love to see some of its logic, if not all, in Godot. The article I found is (https://www.redblobgames.com/grids/hexagons/) from redblobgames.
I am aware that there are asset libraries for hex-tile logic, and that you can implement it yourself. The goal of this discussion is to discuss a possible implementation of hex-tile logic in the official Godot engine. The basic features that could be implemented are the cubic, axial, and double coordinate systems, and line drawing (func get_coordinates_in_between(a: CubicCoor, d: CubicCoor) -> Array[CubicCoor]: [a, b, c, d]).
I am sure there could be more to implement, so feel free to add to this post. Thank you for reading.
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