Grids 2

Provides 1D, 2D, and 3D grids, including rectangular and hexagonal, configurable in the editor. Features advanced shape transformations, A* pathfinding, range-finding, and other grid algorithms.

  • Supports 1D, 2D, and 3D grids. 
  • Supports rectangular and hexagonal grids. 
  • Provides sophisticated ways to describe grid shapes. Besides using several primitive shapes, you can also combine shapes or transform shapes using a variety of operators. 
  • Allows grids to be used as data structures similar to 2D arrays or dictionaries, which may or may not have a physical representation in the game. This makes it easy to keep your logic and representation separate. 
  • Provides useful games-specific grid algorithms: A* path finding, range finding, connected sets (includes connected line algorithms used in match games), 2D aggregation (can be used to diffuse AI knowledge of game state over time), 
  • Allows you to build grid shapes from graphs in the editor.
  • Allows you to build grid maps from graphs in the editor. (This technology allows you to do things such as put a hex grid on a ring or Mobius band). 
  • Provides integer vectors (grid points) and matrices so linear transformations can be done efficiently in grid spaces. This allows you to work with grids geometrically in ways similar to using floating point vectors and matrices. 
  • Comes with algorithms to calculate grid colorings: systematic ways to classify cells into patterns that are useful in many grid algorithms. 
  • Can be extended to support more exotic grids, additional shape nodes or additional map nodes.
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