08-05-2020, 08:21 AM
That's actually a separate possibility. My option 2 was for designing the unit cells of a custom grid, but still would rely on a (Centragonal or V2CEdge) vertex-to-cell edge/connection type.
For the game in question, Cell diagonals might be OK, but seems to mean connection is by manually marking all edges/diagonals between pieces (which lie on vertices.) at each turn. (Is there a sample game that does side to side connection using such edge marking so I can see how it is done?) Then I will try to implement accordingly.
The first option: Vertex to cell connections would allow simply placing a marker piece at the cell and having the engine evaluate the connections between all pieces using both V2C and normal edges together. However, as a new category of edge (direction/movement/connection) the impact on your side is probably greater.
For the game in question, Cell diagonals might be OK, but seems to mean connection is by manually marking all edges/diagonals between pieces (which lie on vertices.) at each turn. (Is there a sample game that does side to side connection using such edge marking so I can see how it is done?) Then I will try to implement accordingly.
The first option: Vertex to cell connections would allow simply placing a marker piece at the cell and having the engine evaluate the connections between all pieces using both V2C and normal edges together. However, as a new category of edge (direction/movement/connection) the impact on your side is probably greater.