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    Triangle Grids (2022)

    (kvachev.com)
    74 points Bogdanp | 16 comments | | HN request time: 0.896s | source | bottom
    1. pspeter3 ◴[] No.45109303[source]
    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
    2. ◴[] No.45109519[source]
    3. ortusdux ◴[] No.45109728[source]
    Has anyone made a game using an aperiodic grid (Penrose or the like)? Would make for a fun challenge.
    replies(3): >>45110251 #>>45111095 #>>45113118 #
    4. o11c ◴[] No.45110251[source]
    https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/loop...
    replies(1): >>45122862 #
    5. o11c ◴[] No.45110365[source]
    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.

    replies(1): >>45112811 #
    6. tiffanyh ◴[] No.45110615[source]
    Original HN post (43 comments / 3-years ago)

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

    7. dtgriscom ◴[] No.45111095[source]
    Check out Townscaper.

    https://andersource.dev/2020/11/06/organic-grid.html

    replies(1): >>45113084 #
    8. ViscountPenguin ◴[] No.45111241[source]
    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.
    9. vismit2000 ◴[] No.45112657[source]
    Obligatory hex grids explanation by Amit Patel from reblobgames: https://www.redblobgames.com/grids/hexagons/
    10. noduerme ◴[] No.45112811[source]
    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.
    11. stevage ◴[] No.45113068[source]
    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.

    12. stevage ◴[] No.45113084{3}[source]
    Wow, another great writeup. I did a sort of half-arsed version of that here: https://stevebennett.me/2020/01/03/alternative-earth-procedu...

    I basically took a square grid and then just randomly displaced each of the vertices a bit to disguise the fact that there is a grid at all. I just wasn't really clever enough to come up with any other way to do deterministic procedural generation.

    13. orthoxerox ◴[] No.45113118[source]
    It's not aperiodic, but I remember a roguelike game on a hyperbolic surface, resulting in more than six neighboring cells in some dungeons.
    14. mcphage ◴[] No.45115667[source]
    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.
    15. ompogUe ◴[] No.45122862{3}[source]
    (From the developer who brought you the PuTTY SSH tools!)