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Blog Archive for malenkov during February 2009

(We Salute You): This simple example produces the firework effect using JavaFX Script. The active use of random numbers brings variety to each firework volley. javafx({ code: "Firework", name: "Firework", width: 500, height: 300, archive: "https://malenkov.dev.java.net/20090227/Firework.jar" });The Flash class extends the CustomNode class and implements the create method. This method...
To supplement the posts about the triangular and square tilings, let's consider the third type - the hexagonal tiling. This is my favorite one. Each hexagon has more non-diagonal neighbors than a square. It simplifies calculating distance between two tiles. The main disadvantage of this tiling is that the axes are not orthogonal. A hexagonal tile map can be easily converted from a square tile map...
Recall from the previous post there are only three regular polygons that can be used as tiles. Let's have a look at triangles now. Such tiles are practically not used in games because there is no direct path on the map and the game unit should be turned at each tile. Besides, it is rather hard to place units within acute corners because a lot of free space is wasted. A triangular tile map can be...
Many games use graphical maps based in iterative tiles. There are only three regular polygons that can be used as tiles: triangles, squares, and hexagons. Consider the square tiling first. Such tiles are most often used in games because of their ease of processing. Sometimes game developers enable diagonal movement, however, this feature makes calculating distance between two tiles more...