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Hexagonal Grids

Hexagonal grids are used in some games but aren’t quite as straightforward or common as square grids. I’ve been collecting hex grid resources for nearly 20 years, and wrote this guide to the most elegant approaches that lead to the simplest code, largely based on the guides by Charles Fu and Clark Verbrugge. I’ll describe the various ways to make hex grids (I’ve counted 74 so far!), the relationships between them, as well as some common algorithms. Many parts of this page are interactive; choosing a type of grid will update diagrams, code, and text to match.

  1. Angles, size, spacing, drawing
  2. Coordinate systems
  3. Coordinate conversions
  4. Neighbors
  5. Distances
  6. Line drawing
  7. Range
  8. Rotation
  9. Rings
  10. Field of view
  11. Hex to pixel
  12. Rounding to nearest hex
  13. Pixel to hex
  14. Map storage
  15. Wraparound maps
  16. Pathfinding
  17. More reading

The code samples on this page are written in pseudo-code; they’re meant to be easy to read and understand so that you can write your own implementation

Reposted byIrrbertcygenb0ck

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