This is for chunking up the hexagonal over world to making saving and loading in parts of the procedural map not take a year and a half. I can also now apply neat effects over time because i have a limited number of hexes in existence at any one time. An example would be having many water hexes next to each other using the same caustic noise to generate waves. So that water effect would be seamless cross those tiles, and that could be cool. My current system is 3 core scripts. The grid guide: responsible for hex grids. The hex guide: responsible for instantiating hexes/save/load. The map guide: which generates the random values for the map (proc gen shit). There is also a static class for hex utilities such as converting axial coordinates to world space or cube or so on. With their powers combined, they make the feature: CHUNKING!
This is for chunking up the hexagonal over world to making saving and loading in parts of the procedural map not take a year and a half. I can also now apply neat effects over time because i have a limited number of hexes in existence at any one time. An example would be having many water hexes next to each other using the same caustic noise to generate waves. So that water effect would be seamless cross those tiles, and that could be cool. My current system is 3 core scripts. The grid guide: responsible for hex grids. The hex guide: responsible for instantiating hexes/save/load. The map guide: which generates the random values for the map (proc gen shit). There is also a static class for hex utilities such as converting axial coordinates to world space or cube or so on. With their powers combined, they make the feature: CHUNKING!
Busy bee.