yes...
Posted: Tue Mar 18, 2008 2:20 am
I haven't downloaded a stella yet so I couldn view your "honeycombs" but some of them by their descriptions made sense. The way my program works is there is a list of verticies each with a unique number assigned (the index), its coordinates, and the indices of its neighbors. The cube one could be very easily iterated and indexed so that is why I used it. The more interesting patterns you presented are not impossible, but much more difficult. I actually made a tetrahedral model for it but never got it online. I thought I was good with GUIs but when I tried to make it a chioce between tetrahedron and cube for the game menu, I failed miserably. Anyway, If you can find an efficient way to go through one of your honeycombs vertex by vertex (and find x,y,z coordinates) and in a way that can have a scalable amount of "cells" please tell me and I will try to implement it. I hope that just made sense.