thanks for your reply and questions.
after the online-test yesterday i figured out, that the moves from hex to hex are just a little bit too jerky and imprecise.
we played with 5-10 people and had some cool fights. but rotating in 60 degree steps is hard for players eyes when playing more than 10 minutes...
the system with throwing actions below the players is cool and works very fine. but players could escape too fast from this affected hexagon.
another problem is the performance when more than 1000 dynamic objects are at one map at the same time... like you figured out too.
i will discard the mouse-hover-hexa-system and try another way:
throwing actions (bottles with poison, fire, healthpotions, stealth-potions, slowdowns, ...) could be done by aiming with mouse an click & hold to set throw-power = distance.
by calculating velocity+gravity (and some other factors) i know the position where it explodes on the map^^ maybe it could be hard to calculate cause of ostacles...
but this offers some new cool possibilities: players could use heavy cannons or other immobile weapons to defend towers/castles...
i will try and tell the results
about your questions applying radius of effects:
yes, every action has its distance and a radius of affected hexagons.
but because of my failure, that the hexagons are too big (this time), the difference between radius 1 and 2 is much too hard.
with my next engine-try (this week), i will use smaller hexagons to get better aoe-results. but now i have to discard the hover-hexas, cause they are dynamic-objects...
another big step will be this change: i discard the moving from hex-center to hex-center and try a pixel-accurate moving over hexagons. this will cause heavy-brain-pain because of a harder collision-detection,
but i will give it a try
my first idea to solve this is: i just check collision like circle vs circle :-) player is a circle, and the smaller hexagons too
i will try and post my results.
about the hex-coordinate-system:
when using offset-coordinates, the important thing is the right using of some mod-functions. if you mastered this, it will be like easy x/y rectangle coordinates.
dont underrate the problem with the storage of your map. especially when using chunks on bigger maps.
and distance-calculations with offset-maps is easy like hell :-) same as getting neighbor-hexas...
by playing with small hexagon-samples - amit is right on his page to use the axial-system - i tried all the ways and i finally arrived at the offset-system :-)
i will use this. u can use any other system
well, its time to start an improved engine-try.
people wait for next test on sunday 23.3.
greets from germany
if someone is interested in some short-term online-tests or other developing things and big progress-jumps feel free to send me an email: *marcel at nxserver.de*
i will invite you for next tests. no worrys about spam - i dont have the time to write many emails