Hex Grids Framework

Did a quick test during a lunch break, see if I could make something interesting looking quickly using the framework. Managed to knock this prototype up in about 5 mins start to finish. Its starting to feel like a very adaptable little setup.

I got flood fills in last week so will try to get a proper example of that in here soon. What’s really nice is you can use the flood fill to calculate paths as well, so if you were moving a character within a small radius, the flood fill would show you the move range, and could be used to get the path as well, without needing to run a A* calculation. In that case you would only bother with the A* if you were moving beyond a single turn limit. Over long distances A* will be cheaper, so it still has its use cases.