Updated: August 2026 • Verified v1.2

Hexagonal Grid Ring & Spiral AoE Coordinate Generator

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Ring(R) Count = 6 * R; Spiral(R) Count = 1 + 3 * R * (R + 1)
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Understanding Your Results

Computes the 6 * R tile coordinates for a ring of radius R, or the 3*R*(R+1)+1 coordinates for an expanding spiral of radius R, displaying an interactive canvas preview and exporting JSON and TypeScript arrays.

Practical Guidance & Next Steps

In cube coordinates, walking around a ring starts at center + direction(4) * radius, then steps radius times in each of the 6 neighbor directions sequentially.

What is this?

A game development math utility that calculates hex grid tile coordinates for concentric rings and area-of-effect (AoE) spirals.

How does it work?

1. Choose Ring mode (perimeter only) or Spiral mode (filled AoE disk). 2. Select radius and center tile coordinate. 3. View canvas visualization and copy JSON or TypeScript array code.

Why use it?

Saves game engineers hours of manual matrix vector calculations for spell ranges, vision radius, and procedural map generation.

Technical Scope & Calculation Limitations

Supports flat-topped and pointy-topped hexagonal orientation with Red Blob Games standard cube vectors.

Frequently Asked Questions

The formula is 1 + 3 * R * (R + 1). For radius 1 there are 7 tiles; for radius 2 there are 19 tiles; for radius 3 there are 37 tiles.
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