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[Freeciv-Dev] Re: (PR#6721) A Quincuncial topology
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[Freeciv-Dev] Re: (PR#6721) A Quincuncial topology

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To: rt-guest@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6721) A Quincuncial topology
From: "Marcelo Burda" <mburda@xxxxxxxxx>
Date: Mon, 10 Nov 2003 23:25:31 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6721 >

Le mar 11/11/2003 à 07:50, Jason Short a écrit :

> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6721 >
> 
> Jason Short wrote:
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=6721 >
> > 
> > Summary:
> > 
> > This topology is a crazy, kinda cool approximation of a sphere.  To get
> > it to work we'd have to have something that I will call
> > "mirror-wrapping".  For instance an 8x3 map that mirror-wrapped in the Y
> > (north-south) direction would look like
> > 
> >   xwvutsrq
> >   ponmlkji
> >   hgfedcba
> >   ABCDEFGH
> >   IJKLMNOP
> >   QRSTUVWX
> >   xwvutsrq
> >   ponmlkji
> >   hgfedcba
> > 
> > where the capital letters are the normal positions (0,0) through (7,3).
> >  Thus for each Y wrap there is a mirroring of the X value
> > 
> >   Y = Y + map.ysize
> >   X = map.xsize - 1 - X
> 
> Err, this isn't quite right.  The map is mirrored over the pole with a 
> 180-degreen (pi) rotation.  So the actual math is a bit more 
> complicated, something like
> 
>    Y = -Y
>    X = map.xsize - 1 - X
> 
> -jason
> 

 Y = -Y-1

 X = map.xsize - 1 - X

> 

Le mar 11/11/2003 à 07:50, Jason Short a écrit :
<URL: http://rt.freeciv.org/Ticket/Display.html?id=6721 >

Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6721 >
> 
> Summary:
> 
> This topology is a crazy, kinda cool approximation of a sphere.  To get
> it to work we'd have to have something that I will call
> "mirror-wrapping".  For instance an 8x3 map that mirror-wrapped in the Y
> (north-south) direction would look like
> 
>   xwvutsrq
>   ponmlkji
>   hgfedcba
>   ABCDEFGH
>   IJKLMNOP
>   QRSTUVWX
>   xwvutsrq
>   ponmlkji
>   hgfedcba
> 
> where the capital letters are the normal positions (0,0) through (7,3).
>  Thus for each Y wrap there is a mirroring of the X value
> 
>   Y = Y + map.ysize
>   X = map.xsize - 1 - X

Err, this isn't quite right.  The map is mirrored over the pole with a 
180-degreen (pi) rotation.  So the actual math is a bit more 
complicated, something like

   Y = -Y
   X = map.xsize - 1 - X

-jason
Y = -Y-1

X = map.xsize - 1 - X

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