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# Range finding and pathfinding in Hex maps

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3 replies to this topic

### #1Cordon  Members

Posted 07 January 2000 - 02:47 PM

I''ve been told that Max d.x d.y is the best solution for finding ranges on hex maps. Unfortunately I have no idea what this means. Would anyone point me to a tutorial / book that covers this topic. I''m trying to put together a turn based engine that will flag any ''detect encounters'' for units. All movement is keyed in for each turn and then the engine has to output any phase of the turn in which another enemy unit is within detection range. any help with pathfinding would be an added bonus (there are about 10 tile types with different units being able to traverse different tiles at different rates). Thanks in advance.

### #2SiCrane  Moderators

Posted 07 January 2000 - 04:30 PM

Amit''s game programming page has a lot on path finding/shortest path using the A* algorithm. As a bonus he also talks about hex grids.
http://www-cs-students.stanford.edu/~amitp/gameprog.html

### #3Cordon  Members

Posted 07 January 2000 - 04:35 PM

Thank you.

No sooner had I posted the question than I found Amit''s page thru the links from this site. I wish I''d found it sooner, it''s a goldmine.

The most attractive option I''ve found is
http://fp.premier1.net/butler/mark/hexpart/hexpart.html

subdivides the hex map into a rectangular grid.

Is it plugged in? Is it switched on?

### #4Dragun  Members

Posted 07 January 2000 - 07:36 PM

I''ve also got a hexagonal engine that utilizes A* pathfinding. Check it out at www.ripsideinteractive.com.

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