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Post by dumbstrategist on May 13, 2015 16:44:59 GMT
I have a strategy game that I've built on another framework, but it's not working so well with Unity 5, and I am now evaluating some possibilities. It seems actually that switching to Honey may, for a number of reasons like included pathfinding, be a good choice for me. But I'd love to see a few questions answered before I buy:
1. In the future, is there the possibility of including border drawing as a standard feature? Alternatively, how difficult would it be to accomplish now?
2. Is the height of terrain just visual, or is there actual information about terrain elevation?
3. In what format do maps get serialized? Is there something like Hexographer import?
Thanks!
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Post by khash on May 13, 2015 18:36:52 GMT
Hi!
ans1: its possible using markers. Roads uses exactly the same system so you may simply change them graphic and provide information of where are "inner" areas to be bordered ans2: terrain is 3d so yes its the actual information ans3: no there is no suppo for external editors or something, but you get full source code so you are free to add support for anything you like. And some of our customers work on their own editors, one of which: Tango is preparing to sell it on the unity asset store.
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Post by dumbstrategist on May 14, 2015 13:07:49 GMT
This sounds good, thanks. Guess I will be buying shortly to give it a spin.
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Post by dumbstrategist on May 17, 2015 21:32:49 GMT
Just to give a quick update - I've bought the framework and have been playing with it over the weekend. I really like it so far, it's quite easy to use, and it seems that this forum will provide good support later if needed.
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Post by khash on May 18, 2015 8:10:03 GMT
Great! Thanks and good luck with your project!
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dac
New Member
Posts: 2
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Post by dac on May 26, 2015 0:13:31 GMT
Hi, Honey Hex team! I'm doing a little strategy-rpg game and I have a few questions about Honey Hex. 1. Can I do WebGL-build Honey Hex-map in Unity5? My game design involves less than a thousand hexes (500-800) on map, included ocean. 2. I want to make some map layers, as for example in Europe Universalis series - physical map, political map, resource/economic map. In the framework, this is best done using markers? If you take the whole map markers, how will this affect performance? 3. What is the amount of data in kilobytes that describes map 800 hexes? p.s. This topic has a good name and special significance, so I did not create a new
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Post by khash on May 26, 2015 1:04:57 GMT
Hi! 1. WebGL is not really our target. I'm sure it will have some limitation as for example our settings could not be loaded (they use drive access) so you will need to hardcode those or provide them using web access removing ability to write/save them or finding alternative to those. Its not core feature of the honey but its currently using it so that would require some work. I'm not sure what are other limitations of the web format but unless its much worse than mobiles it should eventually work as it works on eg Android. I'm not sure if you would be able to use DX11 mode in WebGL and I would assume its opengl standard, but I never went this road. 2. Markers are simply modification of the terrain shader. It doesnt really matter if you have single marker or whole world covered with markers there is no performance drop unless you update merkers very very often as this would stream single, not-so-big texture to GPU so still fairly acceptable. 3. if you think of memory consumption then by default 800 hexes should fit in a world constructed of about 25 chunks. Each chunk needs at least 2 textures 4MB and 2MB for high resolution which makes it about 25*6 = 150 MB, sadly unity allocates twice that much for the textures so you should aim for minimum of 300 MB for the world. Size of the memory allocated is not per hex its per chunk so whenever you want to add new chunk for even single hex it adds the size of the whole chunk. ps if by describing map you meant serialized Hex data then its way smaller but hard to estimate as it have two lists and few 32 bit variables. And in the end it depends what you put on those hexes as you may easily compress required data if you are experienced coder to just position and terrain type index. Position may be easily represented by 2 bytes (X, Y, because Z is redundant) and one byte of the terrain type. which would cut size of the world to about 3 KB. But usually its not worth the effort and you store much more data per hex (blending order and rotation, gameplay data, hex ownership etc...) So I would say you cant really go below 3KB for world with insane tinkering but everything above is just based on what you want to store extra. You may want to store as well river positions, roads... and possibly some other important map related data. It can be again stored as some flags to shrink it to tiny size or stored in any other more sensible way
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dac
New Member
Posts: 2
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Post by dac on May 26, 2015 1:47:51 GMT
Thank you, khash! 1. Yes, I understand that I will use DX9 mode. Hex data and settings of the framework I will be shipping every time from my server. I want to implement terramorphing, which is calculated every turn, every hour for example. So I can just update the timer settings and map data. 2. But if marker types a lot, 30-50? Is it possible to work with different hex border colors? 3. Both answers I like Then to run effectively on Android or IOS.
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Post by khash on May 26, 2015 9:20:34 GMT
1. I'm not sure if that one was a question or a sentence and if its a question then what exactly you need to know 2. Marker system stores data in texture, and at the moment you could have up to 4 markers in each single location but it does not matter if its one type of marker everywhere or eg 256 types of markers (they are atlassed at the moment in atlas of 8x8 textures, but you may play and change those to what you prefer) 3. Note that we do not support mobiles, our customers uses honey on mobiles but they do that on their own. We did test of honey on android with very little hassle but still mobiles are your responsibility
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