« BackTriangle Grids (2022)kvachev.comSubmitted by Bogdanp 4 days ago
  • ViscountPenguin 15 hours ago

    You can get a lot of the benefits of hexagonal grids with triangular grids if you play your cards right. For example, you can allow units on a given triangle to move as if they were on the hexagonal grid that's formed by gluing triangles together at their corners.

    • undefined 19 hours ago
      [deleted]
      • tiffanyh 17 hours ago

        Original HN post (43 comments / 3-years ago)

        https://news.ycombinator.com/item?id=32045779

        • o11c 18 hours ago

          I suggest using triangles in pairs, since diamonds form a grid nicely.

          5 large strips (with 4 macro-triangles each) can form an icosahedron in a fairly sane way.

          But IMO the biggest mistake people make is trying to make everything fit on a single square; multi-tile objects are very useful. And at that point, why not make everything take several tiles?

          Abandoning tiles entirely in favor of node adjacency can cut memory a lot but requires more thought.

          • noduerme 10 hours ago

            I don't know if this is the real historical reason, but if you're doing something 2.5D, isometric, at with 2D graphics, at anything other than a 45 degree angle, then anything larger than one square creates clipping problems because part of it should either be behind another sprite on a square whose closest vertex is closer to the camera than the furthest vertex of the forward element. Z-ordering things on the ground between those elements gets even trickier. Making each building (or part of a building) stay within one square is by far the easiest way out of that predicament.

          • stevage 10 hours ago

            What a great write-up.

            I'd love to see board games use irregular grids, in the way they describe: different cell sizes/shapes suit different kinds of buildings/units.

            • pspeter3 19 hours ago

              Great write up on the pros of triangle grids. Did you consider using irregular triangles to help with the math? Eg a 2:1 triangle

              • vismit2000 11 hours ago

                Obligatory hex grids explanation by Amit Patel from reblobgames: https://www.redblobgames.com/grids/hexagons/

                • mcphage 3 hours ago

                  I'd like to see games using half-square grids—a square grid where units default to 2x2. That gets you a lot of the benefits of both squares and hexes.

                  • ortusdux 19 hours ago

                    Has anyone made a game using an aperiodic grid (Penrose or the like)? Would make for a fun challenge.