Isometric 'n' Hexagonal Maps Part I
Introduction to the difference between and setting up hex and isometric maps
TANSTAAFL
Ruben Torres Bonet (The Gamedev Guru)
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59.8k views
Introduction to the difference between and setting up hex and isometric maps
TANSTAAFL
A thorough description of how to transform an idea into a full design document.
Part I of this series covers state machines, unit actions, and grouping.
Common problems for tilebased games, and suggestions for solving them.
Describes how to plot pixels in DirectDraw, regardless of the bit depth.
Ron Hiler
TAN follows up with descibing how to put objects on the map as well as some clarifications of part I.
Just what it says. Everything you ever wanted to know about BSP trees. Hasn't been updated in a while, but doesn't real…
Isometric tiles are diamond shaped pictures that can be combined with other isometric tiles to form a seamless landscap…
Presents a sophisticated 3D collision detection method.
This is a simple, well written tutorial for implementing increasingly popular lens flares.
Covers optimizing alpha belding by taking advantage of MMX.
Source code example of processing mouse events in an OpenGL program using the Win32 API.
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