Updated: August 2026 • Verified v1.2

Hex Grid 3D Elevation Heightmap & Line-of-Sight Algorithm

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h(t) = h_origin + t * (h_target - h_origin); Obstructed if Terrain_Height(t) > h(t)
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Understanding Your Results

Renders interactive isometric/top-down hex grid with elevation contours, raycasting line-of-sight trace, obstructed tiles, and line slope elevation profiles.

Practical Guidance & Next Steps

Interpolating 3D rays in cube coordinates (x, y, z) + height (h) prevents directional bias inherent in offset coordinate systems.

What is this?

A game mathematics utility that computes 3D line-of-sight and terrain occlusion across elevation-mapped hexagonal game maps.

How does it work?

1. Configure hex grid radius and randomize or paint elevation heights (1 to 5 levels). 2. Set observer position and eye height. 3. Click target hex to trace 3D ray and check elevation profile for blocking hills and terrain.

Why use it?

Essential for tactical RPG combat engines, military wargame simulations, and 4X strategy game rules.

Technical Scope & Calculation Limitations

Assumes planar tile heights without partial cover or forest canopy transparent foliage penetration.

Frequently Asked Questions

The algorithm samples points along a 3D line between observer eye height and target center. If any intermediate hex terrain elevation exceeds the ray height, line of sight is obstructed.
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