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Question by CladInShadows · Mar 15, 2015 at 07:15 PM · gridgenerationhex

Chunks and 2d Hex-grid Generation

Hello,

I am quite new to Unity but have medium level-coding experience on non-game platforms. I am trying to create a script to generate hex grids for a simple Civ-like game (think Civ 1 level complexity).

I have found the following three guides:

https://tbswithunity3d.wordpress.com/2012/02/21/hexagonal-grid-generating-the-grid/

http://answers.unity3d.com/questions/421509/2d-hexagonal-grid-beginner.html

http://forum.unity3d.com/threads/open-source-procedural-hexagon-terrain.233296/

The last is significantly more complex. Though I don't quite follow every step, my understanding is that this is because it uses "Chunks" to generate the game world which will significantly reduce runtime. I can see that this is a fairly common approach for generated gameworlds (i.e. Minecraft)

I am trying to decide which approach to use, and have two main questions regarding this:

  1. Is the use of Chunks necessary for the size I am working to (i.e. worlds of say 256 by 528 flat, 2D hexs)?

  2. Will the use of Chunks affect my ability to assign terrain types on a hex by hex basis during world generation (i.e. between water, plains, grassland, etc.)?

Thanks very much in advance,

CladInShadows

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