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	<title>DEBlog</title>
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	<link>http://deblog.dark-gaming.net</link>
	<description>Dark Exilers gaming and game development blog</description>
	<lastBuildDate>Fri, 28 Jan 2011 05:21:17 +0000</lastBuildDate>
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		<title>Hexagonal Grid Engine</title>
		<link>http://deblog.dark-gaming.net/?p=16</link>
		<comments>http://deblog.dark-gaming.net/?p=16#comments</comments>
		<pubDate>Fri, 28 Jan 2011 05:20:37 +0000</pubDate>
		<dc:creator>Dark</dc:creator>
				<category><![CDATA[Game Maker]]></category>

		<guid isPermaLink="false">http://deblog.dark-gaming.net/?p=16</guid>
		<description><![CDATA[Having worked a lot on my game &#8220;Blue Sun&#8221; I learned how to imeplent hexagonal grid boards for games. I wrote a short tutorial about them on Game Maker Forum. It only explained some basic theory behind the hexagonal grids so I sometimes had people contacting me asking more about the topic. I always tried [...]]]></description>
			<content:encoded><![CDATA[<p>Having worked a lot on my game &#8220;Blue Sun&#8221; I learned how to imeplent hexagonal grid boards for games.<br />
I wrote a short tutorial about them on Game Maker Forum.<br />
It only explained some basic theory behind the hexagonal grids so I sometimes had people contacting me asking more about the topic.<br />
I always tried to be helpfull, but eventually I realised that my tutorial is not enough. Even knowing the theory, implementing a hexagonal grid can be a nightmare.<br />
Since I myself knew all the problems and solutions out of my head I decided to write my own hexagonal grid engine for Game Maker. Helping people do it themselves was not enough.</p>
<p>The engine is done, ready and free to use.<br />
I must admit I am really satisfied with how this worked out. I implemented a clean, stable engine with easy to use functions and interface while giving many possibilities and freedom to use it in the desired way.<br />
Basically the engine just marks hexagonal fields with objects. What the user does with these objects is up to him/her.<br />
Another great feature of the engine is that it can support many more hexagonal grids than one. You could, for example use a separate hexagonal grids in your game where one represents ground space, while other represents air. These grids could have their own obstacles and terrain aspects.</p>
<p>The funny thing about this engine is that I was really surprised how fast it worked.<br />
Implementing hexagonal grid in Blue Sun I encountered a few performance problems. I had to work on optimising the movement path searching.<br />
The hexagonal grids in the engine I made worked much much faster. In Blue Sun path finding was getting slow with about 1 second delay for movement above 7 fields of range.<br />
In the grid engine paths are built almost instantly with similar or larger ranges.<br />
I guess I will just need to revise my Blue Sun code sometime.</p>
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