• Grid Framework version 1.2.0 submitted

    Just a quick update, version 1.2.0 has been submitted. This is your last chance to buy the package for 15$, once it has been approved the price will be raised to 20$.

  • Grid Framework version 1.1.10 released

    The 1.1.10 update brings in a new function, ScaleVector3(Vector scl) : Vector3 which takes in a vector and then scales it so it fits inside the grid. This is similar to AlignVector3, which was introduced in the last update, to allow performing the aligning and scaling without having to provide an actual Transform.

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  • How about herring for lunch?

    Another progress update: WorldToGrid and GridToWorld are now implemented. For those who don't know, those two functions convert a point's coordinates from world space to grid space, the coordinate system used to locate points relative to the grid's properties, and back. For rectangular grids it's a fairly simple idea, the grid can be represented as a standard Cartesian coordinate system. With hex grids that won't do it, you simply cannot force a hex grid into a Cartesian coordinate system, you need to find something else. Fortunately there are several topologically identical possibilities with easier, more intuitive coordinate systems. For the first release I have decided to use the herringbone pattern:

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  • Trying to fit a square peg into a hex hole

    The align feature has been giving me quite some headache lately. For small objects it's easy, just fit them inside the nearest hex. It gets more interesting once your object spans over more than one hex. Here is a screenshot from the game "Age of Wonders" for PC (I upscaled the image manually, AoW has a very low resolution)

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  • Hex Grids love Vectrosity

    Good news at last, I just finished the finding functions for vertices, both in grid space and in world space. Here is a screenshot where the yellow gizmo indicates the vertex closest to the grey sphere.

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  • Vertex progress

    Good news at last, I just finished the finding functions for vertices, both in grid space and in world space. Here is a screenshot where the yellow gizmo indicates the vertex closest to the grey sphere.

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  • Back again

    I just wanted to drop a line saying I'm back to work. As I mentioned previously I was busy with exams, so development was slowed down and during the last couple of weeks I had to stop completely to concentrate on studies. Now that it's over I can get back to working on the hex grid update. Currently I'm about halfway done, maybe more. I'll keep you updated :) Finally, I'd like to thank everyone who bought Grid Framework so far, you guys have made all this effort worthwhile and you are the ones who allow me to go on with it. Thank you.

  • Example video: Level Design and Text parsing in Unity3D

    I made another example video for Grid Framework, this time for the recently introduced text parsing example. Now building new levels is as easy as writing a few lines of plain text and you get perfect clockwork-like precision. This opens up new possibilities for faster development, easier maintenance, easier level editors and support for user-made content. Just take a look at how simple, yet effective it is:

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