Hexagonal Grid Field of View (FOV) & Shadowcasting Simulator
Creative & DesignNewUnderstanding 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?
Why use it?
Enables game designers to test and calibrate sight mechanics, stealth cones, and fog-of-war systems before writing game engine code.
Simulates 2D planar hex grids using cube coordinate linear interpolation. Does not model 3D elevation heightmaps.
Frequently Asked Questions
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