Squares, hexagons and distance

Most traditional board games use squares to segregate space.

Square terrain

Space is divided evenly. Lines are easy to draw. Everything is structured. Bliss.

Except that when you need to move to a diagonal square, you need to move 2 squares instead of √2 squares. Wait, a non-integer movement? That cannot be tracked!

Dungeons & Dragons 4th Edition (a tabletop RPG with physical positional tracking) state that a diagonal square movement costs the same as a perpendicular square movement. Meaning you just move 1 square to reach that diagonal square. This also has its problems.

For example, there’s a concept of push in D&D, where as long as the target being pushed is moved further away, it counts as a push. Bringing us to this situation:

Perpendicular push movement

I talked about this briefly on my other blog, but didn’t go into the math details. So the blue dot is you, the red dot is the enemy, and the brown dot is where the enemy is pushed to.

The distance between you and the enemy is (do the Pythagoras thing) 2√2 (approx 2.8284). The distance between you and the final position of the enemy is √10 (approx 3.1623). Sure √10 is greater than 2√2, so mathematically speaking, the enemy is moving away from you. But common sense is telling me otherwise, because the direction of the push emanates from you.

Anyway, to combat the shortcomings of the square terrain, there’s the hexagonal terrain.

Hexagonal terrain

Under this division of space, all adjacent spots are equidistant to your position. Well, it still has its problems. You still need 2 hexagons of movement to reach the first hexagon directly above you.

Hexagonal movement

So what’s the actual cost of movement? Let’s look at this extracted diagram:

Hexagonal movement calculation

Let h be half of the actual distance. Doing the Pythagoras thing again, we have
1^2 = h^2 + (1/2)^2
=> 1 = h^2 + 1/4
=> h^2 = 3/4
=> h = √3/2 (h is positive)

Therefore, the actual distance is 2h which is √3 (approx 1.7321). Not quite 2 hexagons, is it?

This is part of the reason why, when games are created on computers, that these limitations disappear. Because computers can do the distance calculations and tracking. You can move in any direction, for any amount of units of movement, as long as you do not hit anything.

And that is called collision detection.