Introduction to Axial Coordinates for Hexagonal Tile-Based Games.

Article by Richard Davey. Posted on 6th Sep 2017.   @photonstorm

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Juwal Bose has posted another superb tutorial to Tuts+:

"The basic hexagonal tile-based approach explained in the hexagonal minesweeper tutorial gets the work done but is not very efficient. It uses direct conversion from the two-dimensional array-based level data and the screen coordinates, which makes it unnecessarily complicated to determine tapped tiles.

Also, the need to use different logic depending on the odd or even row/column of a tile is not convenient. This tutorial series explores the alternative screen coordinate systems which could be used to ease the logic and make things more convenient."

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