
Do I just stick 'em all on Texturerects and implement code to move the viewport around, or is that not going to work, memory-wise? Again, I'm aiming for Windows PCs, not iOS and, if you're still reading, I'm also wondering how best to store hex-grid data. My main worry with bitmaps is: what if I need, say, 9 such bitmaps? Each might be 400K or more. If I decide to try tilemaps, I'd rather try with Godot 4. But.release date is now 2022, so I dunno.įor now, I'm inclined to prototype with 2048x2048 bitmaps. I see now, though, that Godot 4's new "terrains" will support hex (and isometric) grids! Woo! I WANT IT NOW!. But as I mentioned, I don't love the idea of kludging hexes by representing them as squares. The hex-to-pixel conversion stuff doesn't worry me as much as the map itself, which could be rather huge. I've done a more extensive prototype in Game Maker Studio but it doesn't seem hard to convert into GD Script. , I have relied heavily on Amit's site at redblobgames, and yes, I do all the positioning via math. And maybe that's okay, as the player usually clicks in mid-hex anyway, to grab a unit.) Finally, a hand-painted map might look prettier, if busier.Īnyway, can anyone offer general advice on which path to pursue - a "picture" map or a map of tiles? Thanks in advance. Admittedly, my grid-over-jpg map is kludgy too: I have to fudge to get mouseclicks to land in the right hex. (Is there a way to tell Godot to recognize hexagons? I tried messing around with "custom" tile shapes but couldn't figure out how to tell Godot I want to use a hexagon shape.

The hexgrid-tile demos I've found on the asset library all use offset squares to emulate hexes, and while they work, they're a bit kludgy - sometimes the mouse isn't quite detected in the right hex.

And they might promote a more uniform look.īut I see disadvantages to tilemaps too. They could make it easier to let the player create and edit the map, and thus make scenarios of their own. I see some advantages to tiles, apart from performance.

jpg of a stretch of North Africa, and I've had no performance issues.īut is that the optimal approach for a larger map and grid - say a 100 x 100 or even 200 x 200 hex grid? That is, should I simply make one big ol' color JPG map and put a hex grid over it in Photoshop? Or is it better from a performance and memory standpoint to make a tilemap out of individual hex tiles? I started with a little 10 x 10 hex grid overlaid over a. I'm working on a prototype of a 2D WW2 hex-and-counter wargame for Windows, just trying to test mechanics for now.
