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www.redblobgames.com
| | kvachev.com
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| | Grids are great for tactical gameplay of turn-based games because they allow discrete movement steps. That means that you can bind positioning to other resources such as movement points, action points, food, etc. Grids divide the infinite variety of movement options into a few specific ones, which can be considered separately by the players tactical mind. The most popular grid types are hexes and squares. But what about triangles?
| | jamie-wong.com
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| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | jonathanchang.org
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| | How to create a triangular navigational mesh using global hexagonal grids from the H3 library. A worked example, based on the San Francisco Bay Area, demonstrates how to construct, visualize, and refine such a mesh in R.
| | www.opengl-tutorial.org
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| Free tutorials for modern Opengl (3.3 and later) in C/C++