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Coordinate Calculations in Hexagonal World

Posted on 06/11/2011 by brnkhy

Hey again! This time I’ll talk about something different, coordinates in hexagon based maps! First of all let me tell you this , hexagons are much more cooler than square tiles can ever be, period. And I won’t even go into stuff like diagonal movement problem on square tiles and stuff like that. It’s just…

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On Orthogonal Camera usage in Fez ( and Fedora )

Posted on 05/11/201110/06/2020 by brnkhy

It has been a long time since the last blog post , more than a month I guess eh? OK I was planning to write this for a long time now, it’s an old project where I tried to imitate camera usage of the famous and beloved platform game Fez. It’ll probably be a short…

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Fedora

Posted on 28/09/201129/07/2015 by brnkhy

Fedora was my XNA learning project where I tried to create a Fez-like game engine . The goal was using the orthogonal camera and implement camera dimension switches as smooth as they are in Fez. In later stages I also tried some other stuff like creating the world as character moves , pretty much like…

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Dungeon Generator

Posted on 28/09/201103/08/2015 by brnkhy

It’s a series of little tests more than a full scale project. Including things like random map generation using predefined modules , creating rooms with Binary Space Partitioning and creating corridors with A* algorithm I have only one blog post about this for now , but I’m planing to write more about it in the…

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Map Generator

Posted on 28/09/201110/06/2020 by brnkhy

A map generator based on Amit Patel’s Polygonal Map Generation blog post. There are 4 different versions ; 2D / 3D WPF , 2D / 3D XNA ( main project ). Using Voronoi diagrams to create the main structure and Lloyd’s algorithm for relaxation.  There is a Catmull-Clark subdivision implementation in 3D XNA version to…

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Yet Another A* Implementation

Posted on 22/09/201110/06/2020 by brnkhy

So I’ve been working on a dungeon generator for a while now. Tried a few different approaches already like bsp tree and stuff but I’ still haven’t decide which one to use. The current one I’m using though is a little interesting , it’s a corridor first approach , using A* path finding algorithm to…

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Simple Map Generator Part 5 ( Moisture)

Posted on 15/09/201110/06/2020 by brnkhy

Hey hey! So we’ve created rivers in last part right? Now that we have elevation and river , now we can calculate moisture which we’ll use for biomes later. I guess this will be a short post , since calculating moisture is pretty much same as calculating elevations. Pretty similar iterations , almost same. The…

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Simple Map Generator Part 4 ( Rivers )

Posted on 14/09/201110/06/2020 by brnkhy

So now that we’ve calculated elevations and somewhat created the Y axis on our map , we can now create some rivers! Rivers will turn or boring looking island into a much better , interesting environment. We’ll also use rivers and watersheds to calculate moisture and biome later on so we definitely need them.  We’ll…

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Simple Map Generator Part 3 ( Elevation )

Posted on 13/09/201110/06/2020 by brnkhy

Hey again! If you read the previous part ( Part 2.5 ) you probably already know I decided to just convert Amit’s code from now on and keep my personal additions at minimum. Hopefully I’ll also be able to post more frequently , just because of this too. But again let me remind you this…

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Simple Map Generator Part 2.5 ( Smoothing )

Posted on 12/09/201106/08/2015 by brnkhy

I’m aware this series are coming along pretty slow , apologies for that. One of the main reasons for that , is I’m working on a few different version of this project at the same time. You see this series are based on WPF but actually I switched to XNA some time ago , and…

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