Updated: August 2026 • Verified v1.2

Hexagonal Grid Movement Range & Terrain Cost Calculator

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Dijkstra: Dist[v] = min(Dist[v], Dist[u] + TerrainCost[v]) where Dist[v] <= MovementBudget
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Understanding Your Results

Renders an interactive HTML5 hex canvas with axial coordinate math, allows painting terrain types with distinct movement costs, runs Dijkstra pathfinding, and highlights all reachable hexes with exact cumulative MP costs.

Practical Guidance & Next Steps

Hex grids avoid the diagonal distance distortions inherent in square grids, making them the gold standard for tactical simulations and wargames.

What is this?

A game development and tabletop design utility that calculates unit movement reachable areas on hexagonal grids with variable terrain costs.

How does it work?

1. Set movement point (MP) budget and hex grid radius. 2. Click tiles to paint terrain costs (plains, woods, mountains, walls). 3. Shift-click to reposition unit start and view reachable tiles and costs in real time.

Why use it?

Visualizes tactical movement ranges for turn-based game balance and rule verification.

Technical Scope & Calculation Limitations

Flat-topped 2D axial hexagonal coordinate system.

Frequently Asked Questions

It uses standard 2D axial coordinates (q, r), which simplify distance formulas and neighbor transitions on flat-topped hexagonal grids.
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