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	<title>Comments on: Hexagonal Life</title>
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	<link>http://www.antimodal.com/archives/52</link>
	<description>Art, technology, and hype from the desk of Brandon Rickman</description>
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		<title>By: Brandon</title>
		<link>http://www.antimodal.com/archives/52/comment-page-1#comment-73</link>
		<dc:creator>Brandon</dc:creator>
		<pubDate>Mon, 17 Oct 2005 03:16:56 +0000</pubDate>
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		<description>With the hexlife thing I wrapped the top to the bottom and the left to the right. The equivalent shape in 3D would be a torus. With hexagons you have to make sure there are an even number of hexes in each direction, otherwise the wrapping will get distored.
I did an experiment with turning a sphere into a flat grid, one that wouldn&#039;t lose the &quot;poles&quot; and where the shortest distance would approximate a great circle. You can find &lt;a href=&quot;/astar/spheregrid.html&quot; rel=&quot;nofollow&quot;&gt;sphere grid here&lt;/a&gt;. The individual cells are not uniform, most are squares but there are 5, 6, and 7 sided cells as well.
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		<content:encoded><![CDATA[<p>With the hexlife thing I wrapped the top to the bottom and the left to the right. The equivalent shape in 3D would be a torus. With hexagons you have to make sure there are an even number of hexes in each direction, otherwise the wrapping will get distored.<br />
I did an experiment with turning a sphere into a flat grid, one that wouldn&#8217;t lose the &#8220;poles&#8221; and where the shortest distance would approximate a great circle. You can find <a href="/astar/spheregrid.html" rel="nofollow">sphere grid here</a>. The individual cells are not uniform, most are squares but there are 5, 6, and 7 sided cells as well.</p>
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		<title>By: Keith</title>
		<link>http://www.antimodal.com/archives/52/comment-page-1#comment-72</link>
		<dc:creator>Keith</dc:creator>
		<pubDate>Fri, 07 Jan 2005 12:22:34 +0000</pubDate>
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		<description>Hi Brandon, I do enjoy your site. A question here about hexagonal grid boundaries *the answer to which would help my work*. In the game of life it is best to imply an infinite space  - on a square grid this is simply achieved by &#039;wrapping round&#039;. I need to use a finite but boundless hexagonal grid for some theory work on animal movements, but I realise wrap around won&#039;t work with hexagons. My thought is to make the grid on the surface of a sphere (this needs slightly curved edges to the hexagons), but then arises the problem of how to label all the hexagons on the sphere yo &#039;adress&#039; them. Have you ever considered this sort of thing? What would you do and how did you get over the wrap around issue?  All the best, Keith.
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		<content:encoded><![CDATA[<p>Hi Brandon, I do enjoy your site. A question here about hexagonal grid boundaries *the answer to which would help my work*. In the game of life it is best to imply an infinite space  &#8211; on a square grid this is simply achieved by &#8216;wrapping round&#8217;. I need to use a finite but boundless hexagonal grid for some theory work on animal movements, but I realise wrap around won&#8217;t work with hexagons. My thought is to make the grid on the surface of a sphere (this needs slightly curved edges to the hexagons), but then arises the problem of how to label all the hexagons on the sphere yo &#8216;adress&#8217; them. Have you ever considered this sort of thing? What would you do and how did you get over the wrap around issue?  All the best, Keith.</p>
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		<title>By: Rainbow Hector Weblog</title>
		<link>http://www.antimodal.com/archives/52/comment-page-1#comment-74</link>
		<dc:creator>Rainbow Hector Weblog</dc:creator>
		<pubDate>Tue, 08 Jun 2004 04:31:43 +0000</pubDate>
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		<description>&lt;strong&gt;Life in Hexagons&lt;/strong&gt;

www antimodal com features the classic cell simulation game on a hexagonal grid. Rainbow Hector likes hexagons....
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		<content:encoded><![CDATA[<p><strong>Life in Hexagons</strong></p>
<p>www antimodal com features the classic cell simulation game on a hexagonal grid. Rainbow Hector likes hexagons&#8230;.</p>
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