Author Topic: Starting a hexgrid wargame - advice on suitability  (Read 5133 times)

Offline ConanMan

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Starting a hexgrid wargame - advice on suitability
« on: April 25, 2013, 11:24:55 am »
Hi I am pre-preparing to start a hexgrid wargame (a bit like the experiment at miniciv.com - which has impresive videos) and a) I was wondering if there were any pointers as to how best to do it if I chose JPCT. I am not interested in Apple development so would JPCT suit me down to the ground from that point of view, but, - realistically - would it be able to create and draw 3d at that sort of speed miniciv has? I saw the JPCT video of the face with the light on it and it looked amazing! But would that scroll? Is that sort of lighting effect even plausible on a hexgrid with (say) actual 3d terrain. I would love peoples input on this

Kind Regards
ConanMan

Offline EgonOlsen

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Re: Starting a hexgrid wargame - advice on suitability
« Reply #1 on: April 25, 2013, 10:23:04 pm »
This is an example of some hex like stuff done in jPCT: http://www.youtube.com/watch?v=ch8KTotvEfw (ATM youtube doesn't work for me at all, but that might be just me...). So...yes, you can do that. If the parallax mapping that you are refering too is really suitable for this, is another question. Personally, i wouldn't care about it in the first place and try to get something up and running instead.

Offline ConanMan

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Re: Starting a hexgrid wargame - advice on suitability
« Reply #2 on: April 26, 2013, 10:53:02 am »
Thanks Egon just the kind of advice I was looking for!  and it runs at a fairly smooth rate doing a lot more than I would need of it - incidentally  that seems a really good game concept - what happened to the development of that game? do you know?

Offline EgonOlsen

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Re: Starting a hexgrid wargame - advice on suitability
« Reply #3 on: April 26, 2013, 10:57:10 am »
No, not exactly. I wouldn't say that it's dead...just very slow. There was a prototype in Javascript some weeks ago to test the game play.