Problem: Spheres cannot be tesselated using only hexagonal tiles.
Goal: Create a globe map, made of discrete hexagonal fields.
Requirements:
a. Graphic representation of a globe/sphere/planet.
b. Tesselate area into hexes.
c. Hexes may contain something.
d. The number of tiles should be between 1 000 and 10 000.
e. A reasonable amount of inaccuracy is okay.
Idea:
Create an undirected graph which will represent the hexes. Because hexes must always have exactly 6 neighbors, the graph needs to be 6-regular and contain 1 000 < N < 10 000 vertices and 3N edges (from the handshaking lemma). It can be stored as an adjacency matrix with pointers to vertex instances.
The vertex instances are populated with information. For instance, in a game, this might be units.
Visual representation: No screen can show a whole globe at once. So, to show a part of our globe, we first select the vertex that should be in the middle of the display and display it as a hex. Then, from the adjacency matrix, we pull up its immediate neighbors and position them around as hexes. For each of these neighbors, we pull up the next level of neighbors, and so on, until the screen is filled.
Questions:
I Is there an algorithm which can be used to construct a graph described in 1.?
II Can I prove that up to a selected neighbor depth, no conflicts will arise which will make a graphic representation impossible? Obviously, no conflicts will arise for a display depth of at least 1 + 6 hexes.
if I&II:
Do you think the described approach is promising enough to try and implement?