Mongol Horde
Resident Savage Army
Looks like you were right, taken from www.rjcyberware.com/rj/plan04-15-00.html
And then things began to go wrong. The difficulty lies in that spherical world we had designed. The basic problem was that you simply cannot tile a sphere with hexagons. We knew this from the start, but had several deformation ideas in mind which would make it possible. There were several designs which were started, and then rejected as we determined there was some problem with them. We lost about two or three months in this stage. Finally, we came up with a method which we were pretty sure would work. In this attempt, we simply layed down a series of hexagons and stretched the entire thing horizontally, like a peice of rubber, until each part lined up as we needed it to. It took roughly six months to get this right, and some very complex calculations. Intermediate stages of the engine did some very psychadellic things! Finally, in the end, we had a working system, but it was terribly slow. Every pixel on the main map was being put through a whole series of calculations before being displayed, and by the time you put everything together, the frame rates were abysmal.
And then things began to go wrong. The difficulty lies in that spherical world we had designed. The basic problem was that you simply cannot tile a sphere with hexagons. We knew this from the start, but had several deformation ideas in mind which would make it possible. There were several designs which were started, and then rejected as we determined there was some problem with them. We lost about two or three months in this stage. Finally, we came up with a method which we were pretty sure would work. In this attempt, we simply layed down a series of hexagons and stretched the entire thing horizontally, like a peice of rubber, until each part lined up as we needed it to. It took roughly six months to get this right, and some very complex calculations. Intermediate stages of the engine did some very psychadellic things! Finally, in the end, we had a working system, but it was terribly slow. Every pixel on the main map was being put through a whole series of calculations before being displayed, and by the time you put everything together, the frame rates were abysmal.