Spherical grid prototypes

Two experiments in building a Civilization-style 4X world on a true sphere, and in keeping keyboard navigation comprehensible to a human player while doing it. Both share the same rule: the sphere is authoritative, and the renderers are diagnostic views over one topology graph. Neither is allowed to fudge adjacency to make the picture easier.

A sphere cannot be tiled by a regular grid. Both worlds therefore pay the same debt — 720° of total angular defect — but they pay it in different currency.

Hex sphere

Subdivided icosahedron. At frequency F there are 10F²+2 tiles, of which exactly 12 are pentagons.

The defect lands on tiles: twelve of them have five neighbours instead of six, and standing on one breaks the pointy-top invariant outright.

12 defects × 60° · movement on numpad 7/9/4/6/1/3

Square sphere

Cube-to-sphere after Red Blob Games. Six faces of N×N squares give 6N² tiles, and every tile has four neighbours.

The defect hides on vertices instead: the eight cube corners are places where three squares meet rather than four. No tile is ever irregular.

Includes the draggable flat map from the article: inside a face the grid is exactly regular, and all the distortion is pushed to the seams.

8 defects × 90° · movement on numpad 8/4/6/2

What to compare

Design notes, measurements and the reasoning behind the orientation compromises live in AGENTS.md in the repository.