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That looks great.
Sounds interesting, can we get any more info on your game?
I'm in the same boat.
Any news on version 2.0?
I would love to know the answer to this one myself. A few questions; 1) How large of a map are we talking about? (In hexes) 2) How much of...
I like the mini-map, how is it created? Is the texture for it dynamicly created?
What functionality from HexTech 1.0? I think I am missing something.
I like the mini-map. It has every bit of functionality you could ask for other then Fog of War.
I like the rivers. I am not 100% sure that is how I want to do mine but this way is growing on me. I look forword to the roads, mini-map, and...
Map creation went from 6 min to about 5 seconds on my PC. Are the texture maps pre-generated? What did you change?
This isn't a way to texture the river but rather a way to determine where to draw the river. You start with a map of the following; The river...
Rivers were the bane of my existance for a long time. I came across a solution that worked well for me....
Yep. I was trying to figure out why you needed the TEXTURE co-ords until I got to the "hex-drawing functions to that UV, and viola, terrain" and...
I like the game backgound. It gives flavor answers a lot of questions without putting many restrictions on the game at this point.
So let me see if I understand. You have two meshes. 1) The slick one described above that handles hit detection and the Hex grid. (Simple...
I would love to see a picture showing this. Thanks, Dan
Here are a few places to look for more information. Creating a procedural hexagon mesh and textureing it -...
It happens everytime I have a website running Flash open in another Tab while the webplayer is generating textures and I change tabs. Looks like...
Don't have each Hex be it's own game object. For a 80 X 80 Hex map break it up into 4 meshes.
I have a Radeon HD 7700 with 2GB of video RAM.