3 ms·
If you take diagonals to be 1.5, then distances are <10% high. The half-short-side heuristic (sqrt(aa + bb) ~= a + b/2) makes taxicab very close to correct for
by alisonkisk 6y ago
If you take diagonals to be 1.5, then distances are <10% high.
The half-short-side heuristic (sqrt(aa + bb) ~= a + b/2) makes taxicab very close to correct for non-square distance as well.
- rrobukef 6y agoBut only if you move multiple cells in one turn. If movement is restricted to one cell each turn, your field distorts. The same happens when you split your movements: For example: player A moves 6 each turn; player B moves 2 thrice in a turn. Conclusion: A outruns player B at speed (4,4)/turn vs (3,3)/turn. (For A d(4,4)=6; B has d(1,1)=1.5)
- aidenn0 6y agoYes, hex grids are better when the number of cells moved per turn is very small. Handling multiple moves in a single turn is easy either by doubling the movement points you get (then N/S/E/W is 2 points, diagonal is 3), or informally by treating every other diagonal move as costing 2 points.