“Uhm ....”


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“Uhm ....”
How Britain Voted, by The New York Times.
No images
Yep, I'll wait for some new graphical content. Slower progress lately, I've mostly added GUI element for selecting tiles/units and used my path finding to let them move.
Had to sort out an issue that made tiles being selected while clicking on GUI elements, now a "watcher" function checks that the mouse isn't hovering over those. (funnily enough, mouse coordinates are y up whereas pixel coordinates are y down as I found out)
I'm currently adding move points to units, a small addition that will let me build the start of the turn based system.
Before going further, I've made sure to put the region generator to use. Now a proper Region class is created and assigned to each non sea tile. Since I may want to create region GameObjects, I've made a prefab used by the generator. So far I'm still picking colors at random and giving region names from a static list.
To check this and getting started on the GUI, I've made a first info panel that displays basic information about the tiles. I'm using Polygon2D colliders to select the hexagons. The automatic version yielded a pretty concept polygon with 27 (!) vertices, I've manually reduced to 6 and set up as triggers.
I dunno what could be the impact of performances could be so I've chosen to disable collisions in between the default layer.
Tomorrow, I'll try to lay the base for the the building and unit systems, at least as static objects assigned to tles.
I'm getting into the process of creating varied regions inside my map. So far my first genertor just set random types to tiles, and I color them with a list of randomly created colors - though checking they aren't too similar.
What I've done though is organizing the code a bit better and add some utility classes that will be super useful later. Oh and add some camera script to check the results of course!
So far I have a Land GameObject with 3 script components :
MapScript is the manager that calls the other. I set the number of regions there. It is this class that will use the hex infos and instanciate actual hexagons and color them.
HexGrid is a container for hex info, a small class with hex coordinates, type and status. This class holds these info to be used both my generator scripts and the MapScript instance to draw the map. Among other things, this class allow to get lists of hexagon neighbours or even neighbours of an hexagon collection.
Finally MapGenerator is a basic class that creates the color set to use and just does the random type attribution thing. My aim is to derive it into a more powerful kind of generator. I have two main directions for this :
The first one is simply to let regions grows by getting neighbouring hexagons from a "seed", until a region maximum size is attained
The second is the simulation of realistic biomes with temperature, altitude and humidity. From these initial condition, I'll be able to define biome homogenic regions that I may expand, contract or slice to meet average size requirement