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[Freeciv-Dev] Re: (PR#7287) Extended Topologies
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[Freeciv-Dev] Re: (PR#7287) Extended Topologies

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To: mburda@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7287) Extended Topologies
From: "Marcelo Burda" <NOSPAM_mburda@xxxxxxxxx>
Date: Tue, 24 Feb 2004 02:29:22 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7287 >

Le mar 24/02/2004 à 04:51, rwetmore@xxxxxxxxxxxx a écrit :
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7287 >
> 
> 
> There is some past discussion about this between myself and Renier in
> the lists.
> 
> I actually like the idea of taking any map grid that one can view
> as having concentric rings (emanating from a pole). If you take two
> of these and stick them back to back together along the equator you
> get pretty much the model you describe below. Works for square, hex
> and many other tile shapes.
this is a quincutial-like topo, we can imagine make 2 half Earth on Hex
Map, and go from a map to a anothers. this is not a solution
in quincutial you have 4 180° conicals singularities in a Hex you have 6
120° conicals singularities.( so odd has in quincutial and very
difficult to place on sea.

if you extend the idea to 2 exact cercles maps you go to a infinity of
singularities of 0°. that is a good solution bun not easy to code.

Quincutial is the best midle to make a game on a single main map. as is
Freeciv. (i am working in a multi map game concept but it is not for
today)
> 
> One can go further and cut and unfold either side so that it extends
> as a trigangle outwards from the equatorial edge to see all at the
> same time and get a feel for the problems at the points where there
> are singularities like with quincunxes.
> 
> The problem is that there is no easy way to deal with the singularities
> and the cuts which have half a tile on each side. These singularities
> arise because the residual distortion that the flattening causes, all
> gets lumped at the corners.
> 
> Also, it would be really nice to be able to scroll across the equator
> and have it look no different than any other latitudinal line. This is
> really tough.
> 
> But one advantage with this is that the hemispheres are symmetrical
> and the distances are pretty accurate compared to normal stretched maps.
> 
> Cheers,
> RossW
> =====
I see you undestend the problem. But you no accept the solution. the
solution is accept there are singularities! or make a game over a real
sphere.
Morgan say the south poles is distorded. that is wrong. All his life,
Morgan, Jason, you, and me! see the south pole distorded, see Europa
distorded. now you see less distroded and you thinck it is wrong!
Quincuntial is less distording than classic Maps! but it distord in a
different way and this like odd!. This is a important point.

11 y old no make PC, no make Transistor and no make Maps-math. but it
can paly in pc and undestand maps. We can help this children to see
Earth in a best way, playing with 2 diff distortions of Earth.
The classic maps are good for navigate(naval or flight) but very bad to
see the shape. Quincutial is very bad to navigate and good to see
shapes.

11 y old childrens no need advanced maps concept, but we can use its to
propose somethinck nice to these childrens.

(...i am father and phycs tutor!! ;-) you see?)
> 
> Morgan Jones wrote:
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=7287 >
> [...]
> > Anyway, what I'm wondering (at the risk of making everything far too
> > complicated) is why not have two seperate maps for each hemisphere? 
> > There would be a 1:1 join along the seam at the equator and from a 2d
> > GUI POV this would look seemless if the code was up to it.
> > 
> > I guess it would be sort of like having two cones stuck together.
> [...]
> >      -Morgan  
-- 
 . /  .     '    ,    .      (*)   '        `     '      `    .    
  |    ,  |   `     ,     .      ,   '  Marcelo Julián Burda      .
 /  '     \     `     \@_     '      .        '      `        '    
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