Hex Grids Framework

Thanks, thats a interesting sounding use case. Im super excited to hear ideas people might use it for, so I can work on features to support it. I believe in this case it would work quite well. I separate the grid generation from the map generation so there’s a lot of flexibility there, in your case, I would probably generate a very large coordinate grid to support all cities, then make a map gen that uses something like flood fills or radius expand functions to choose coords for cities,and place the blocks there, so you end up with x number of cities spaced out as required. Since they all share a single coordinate grid, you could then snap connections between them easily and place stuff however needed. I have a specialised roundings function to snap onto grids, but I still need to improve it to ensure it covers all use cases. I don’t support multiple grids, but since the grid is just a array of integer pairs, it’s cheap to just make it colossal, and then treat different sections as different grids which can all interact.

As for random map gen at runtime, the framework is basically all in now. I don’t provide any specific map gen designs, since everyone will have a different use case, so i’m trying to just built it very flexible, and Im going to make a bunch of example content to show some methods I can think of. Everything is generated at runtime currently, though I want to explore custom grid shapes and in-game designed map shapes, and if I get that working, Il look into how to save and load those custom maps.