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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Ronnie Mado Solbakken

How2 - Draw a hex grid / add cartesian coords

2 posts in this topic

I've posted this youtube video on how to easily draw (manually, not through code) a hex grid on any canvas. This method applies to all angles and sizes, but my own example won't result in perfect hexes (with all sides the same length; you'll need to use trigonometry for that). But if you do use trigonometry, you can then use my method to make the grid itself. In addition, I'm also showing how to add cartesian coordinates (-x^n thru +x^n, in this case -x,-y thru +x,+y) to each hex in the grid.

[media]http://youtu.be/s6sEdkIYMdA[/media]

I just thought I'd post it on Gamedev.net because some of us are using hex grids for our game. I hope you like it.

Cheers.

====================

[b]Edit:[/b] I've made a second video (for programmers; a programming algorithm) and posted it in my third post below. Have fun. Edited by DrMadolite
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[b]Here's a simple algorithm on adding an "almost-perfect" hex (it just looks good, but isn't actually perfect - the diagonal lines are about 10% longer than the vertical ones):[/b]

For a vertical (pointy) hexagon w/ an outer diameter of 100 pixels (length between two opposing angles):

1. Start drawing a line from x, y-50 (x and y = center of hex) ==> x-50, y-25. (top left diagonal)
2. Draw a line from x-50, y-25 ==> x-50, y+25. (left vertical)
3. Draw a line from x-50, y+25 ==> x, y+50. (bottom left diagonal)
4. Draw a line from x, y+50 ==> x+50, y+25. (bottom right diagonal)
5. Draw a line from x+50, y+25 ==> x+50, y-25. (right vertical)
6. Draw a line from x+50, y-25 ==> x, y-50. (top right diagonal)

Notice how you can apply this to any size (+/- 25 is 25% of outer diameter, while +/-50 is 50%, so for a 40-pixel hexagon this would be +/- 10px and +/- 20px, respectively). Note however, that the smaller a hexagon is, the more difference there'll be between vertical/horizontal sides and diagonal sides, because a vertical/horizontal line cannot be a decimal number of pixels in length (although diagonal lines can, as long as both its x and y span equals an integer number of pixels).

====================

Thankfully, in programming, there's really no reason to make the hexes absolutely perfect. As long as they look good, opposing sides are of same length (e.g. top right == lower left) and the hexes are drawn at minimum processing, they work. Edited by DrMadolite
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[b]Update:[/b]
This video shows you (algorithmically) how you make a hex grid in any given programming language. Only visuals though, no actual coding involved, so I'm assuming you already know how to draw lines and make 2D arrays and nested if statements (and for loops, possibly).

[media]http://youtu.be/qh6L90wQPv8[/media] Edited by DrMadolite
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