Game series: Hexagonal Tiles

Finding adjacent cells in an hex map – part 2

In the Finding adjacent cells in an hex map post I showed you how to find adjacent cells in horizontal hex maps. Now it’s time to find adjacent cells in vertical hex maps.

Here it is: This is the last uncommented step, during next one we will discuss about the method used to determine […]

Finding adjacent cells in an hex map

This tutorial continues Hex maps creation and rollover. Now I will show you how find adjacent cells. Again, at the moment it’s only code, and it only works for horizontal hex maps

and this is the result: While I am optimizing the code and writing the routines for the vertical hex maps, James Prankard […]

Hex maps creation and rollover

This is just a quick, uncommented snippet of code I made starting from Coordinates in Hexagon-Based Tile Maps tutorial I found at GameDev.net. The article does not cover all hex maps, just horizontal ones. Read Understanding hexagonal tiles to know something more about hex maps. Also, the pseudo code shown in the article has some […]

Understanding hexagonal tiles

You should already know Tile Maps: they are often used for the level design in two-dimensional games. The most used (and simplest) tiling system has squares. Tileball is an example of a game made with this method. Even if there are a lot of games using this tiling system, it’s easy to find its limit. […]