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The Battle for Wesnoth, a hex grid based computer game. A hex map, hex board, or hex grid is a game board design commonly used in simulation games of all scales, including wargames, role-playing games, and strategy games in both board games and video games. A hex map is subdivided into a hexagonal tiling, small regular hexagons of identical size.
The Hexagonal Efficient Coordinate System (HECS), formerly known as Array Set Addressing (ASA), is a coordinate system for hexagonal grids that allows hexagonally sampled images to be efficiently stored and processed on digital systems. HECS represents the hexagonal grid as a set of two interleaved rectangular sub-arrays, which can be addressed ...
Randomized depth-first search on a hexagonal grid. The depth-first search algorithm of maze generation is frequently implemented using backtracking. This can be described with a following recursive routine: Given a current cell as a parameter; Mark the current cell as visited; While the current cell has any unvisited neighbour cells
Goldberg polyhedra are made up of hexagons and (if based on the icosahedron) 12 pentagons. One implementation that uses an icosahedron as the base polyhedron, hexagonal cells, and the Snyder equal-area projection is known as the Icosahedron Snyder Equal Area (ISEA) grid. [11]
In the simplest case, these objects are just finitely many points in the plane (called seeds, sites, or generators). For each seed there is a corresponding region, called a Voronoi cell, consisting of all points of the plane closer to that seed than to any other. The Voronoi diagram of a set of points is dual to that set's Delaunay triangulation.
The terms "mesh generation," "grid generation," "meshing," " and "gridding," are often used interchangeably, although strictly speaking the latter two are broader and encompass mesh improvement: changing the mesh with the goal of increasing the speed or accuracy of the numerical calculations that will be performed over it.
Hex is played on a rhombic grid of hexagons, typically of size 11×11, although other sizes are also possible. Each player has an allocated color, conventionally red and blue, or black and white. [2] Each player is also assigned two opposite board edges. The hexagons on each of the four corners belong to both adjacent board edges.
The units are then moved on a hexagon grid map similar to a large number of board and computerized wargames. In addition to ready-made battles and campaigns, players can customize single scenarios or create their own campaigns.