Wraparound tile maps with sphere topology
redblobgames.com
redblobgames.com
I really like how fast it is. For example irregular area size of Greenland at 1 meter accuracy only takes a few hundred MB. One can do joins and unions, on such areas on modest laptop.
Disclaimer: I send a few patches to this project.
Paul Leopardi describes a neat 33 equal area region tiling, Recursive Zonal Equal Area Sphere, in his talk [2].
[1] http://blog.zacharyabel.com/2012/01/slicing-spheres/ Especially this animation: http://i1.wp.com/blog.zacharyabel.com/wp-content/uploads/201...
[2] http://maths-people.anu.edu.au/~leopardi/ORNL-2014-Leopardi-... Matlab Code: http://eqsp.sourceforge.net/
There are hundreds of different ways of segmenting a sphere. Your link #2 a relatively obscure one which is potentially worth evaluating for some uses (e.g. you start with a fine latitude/longitude grid but want to group your data into coarser histogram bins, and you them to have equal area), but is pretty far removed from the mostly hexagonal tilings in the OP.
For a summary of some other methods, I recommend Popko’s book Divided Spheres, http://www.dividedspheres.com
This will leave 20 pentagons where the vertices of the original icosahedron's vertices were located. The rest of the sphere can be covered with a regular hexagon map for a strategy game.
I've been thinking about "hiding this" in a game design element so the 20 pentagons would be "capitals" or otherwise special tiles in the game. They're nicely equidistant from each other, so it could make a nice and fair map to play on.
They are good enough I keep my own archive copies just in case the site ever goes away.
[1] http://blog.christianperone.com/2015/08/googles-s2-geometry-...
For instance, look at the border between the upper left and lower left islands. In this picture, those two islands are only touching along a third of the border that they share on the sphere. If you look at the leftmost point of where they are touching in this picture, that's a vertex that would have only two hexagons.
Edit: Basically he hasn't actually tiled a sphere with regular hexagons (which is what the proof said was impossible. He has titled a flat projection of a sphere with regular hexagons, which would have to be morphed to irregular hexagons if tiling a sphere when the projection was reversed.
Not taking away from the tiling, which is quite interesting in itself.
My favourite article: http://www.redblobgames.com/grids/hexagons/
Otherwise, I find you entire site super inspiring :)