We are updating some of our examples with better art. One of the cool examples on our site is a simple implementation of Prim’s maze generation algorithm. The maze is a triangular grid, but to depict walls nicely, we use…
Our Grids library provides many useful functions for working with hex-coordinates in Unity, but you may want to go beyond this and implement your own algorithms. In the article Geometry with Hex-Coordinates, I explain the basic hex-coordinate system that we…
Since the first release, we have been working hard fixing bugs and adding some new features. Here is what is new: Version 1.1 Added grouping for shape building. Previously, combining your own shapes with the set operators (such as Union)…
This post explains how you could make a seamless tile in the shape of any parallelogram. You can use this method for creating seamless isometric or diamond tiles, and even triangular tiles (just cut the parallelogram along a diagonal). Start…
In this post I give two methods for making hexagonal tiles that will tile seamlessly. The methods use any method that can be used to make rectangular tiles that will tile seamlessly, such as the standard filters that come with…
A rhombille grid is a tessellation of the plain in identical rhombi. (The term was coined by John Conway in his book The Symmetries of Things. He also created The Game of Life.) One of the earliest games that used an isometric…