Updated: August 2026 • Verified v1.2

Hexagonal Grid Field of View (FOV) & Shadowcasting Simulator

Creative & DesignNew

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Visible = { H in Radius | Line(Observer, H) intersects no wall prior to H }
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Understanding Your Results

Calculates illuminated hex cells vs cells obscured in shadow/fog-of-war, reports visibility percentages, and allows moving the observer interactively.

Practical Guidance & Next Steps

Hexagonal raycasting tests line-of-sight from the observer to all hexes within vision radius. When an opaque wall is encountered, the wall remains visible but occludes cells behind it.

What is this?

A game development tool for simulating hexagonal field-of-view (FOV) and dynamic shadowcasting algorithms.

How does it work?

1. Click on the grid to position the observer character. 2. Place wall obstacles that block line of sight. 3. Adjust vision radius and observe illuminated cells vs obscured shadow regions.

Why use it?

Enables game designers to test and calibrate sight mechanics, stealth cones, and fog-of-war systems before writing game engine code.

Technical Scope & Calculation Limitations

Simulates 2D planar hex grids using cube coordinate linear interpolation. Does not model 3D elevation heightmaps.

Frequently Asked Questions

Hex grids have 6 uniform neighbors without diagonal corner-cutting artifacts, resulting in more natural circular fields of view compared to Chebyshev square grids.
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