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added another screenshot
Source Link
o0'.
  • 3.4k
  • 3
  • 37
  • 51

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

screenshotfirst screenshot screenshot with sub-areas

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

screenshot

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

first screenshot screenshot with sub-areas

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

added screenshot
Source Link
o0'.
  • 3.4k
  • 3
  • 37
  • 51

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

screenshot

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

screenshot

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.

Source Link
o0'.
  • 3.4k
  • 3
  • 37
  • 51

I solved this problem using an hybrid approach, inspired by:

  • my original workaround
  • @Felsir's post
  • @dnkdrone.vs.drones's post

Solution

I have Chunks, which may have an owner or be contested.

  • Inside a contested Chunk, different players have their areas of influence.
  • Instead of using a definite polygon/line border, inside the Chunk itself every player may place Flags.
  • The Chunk itself is dividend into equally distanced ChunkPoints.
  • A ChunkPoint's owner is the nearest Flag's owner.
  • Chunk's % ownership is how many ChunkPoints you own.

Sources

Using a polygon approach turned out to be too complex because I had to detect the order of the points, and they could with time take very complex shapes, which wasn't obvious how to handle.

I considered using voronoi's before realising that a ChunkPoint map was much easier and equally good for what I needed to do (but trying to use them was the source of inspiration that got me there).

In the original workaround idea, Chunks weren't "contested", they were just fully-owned by a single player, and that's why I didn't like them.