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HexT

HexT is an open project of the wargaming community with the aim of producing a graphical tiling engine for games which use a hexagonal grid map. Its goals are a simple editor for the tile designers with artistic talent and a programming API for game writers.

HexT, short for hexagonal tiling engine, will handle the tedious tasks for presenting, storing and retrieving hex maps and allow game programmers to focus on their game - rather than reinventing the wheel.

HexT will ultimately include all the features a game writer might desire in an accessible API.

Summary

As would be expected, HexT will display large hex maps, overlay terrains in adjustable zorder, translate mouse position to hex location (in x, y or absolute hex number) and so on. It will allow for pre and runtime masked graphics as well overlaying hex-sized pics. Programmers can set the maximum number of terrains per hex and extend the basic HEXDATA structure for their needs. The map size in memory will be determined by these choices, but HexT will easily handle mega-hex maps.

For programmers, one of the most useful and exciting abilities of HexT is 'tacking' extended data to individual hexes both in memory and saved maps. This means that game-specific structures and data sets can be stored by hex and retrieved by HexT's API. A 'castle' structure containing nifty info on a castle such as population, garrison and income can be saved as a HexT extended data type directly to the hex in which Castle X resides.

Naturally, HexT will allow for 'unexplored' map area for games that use map discovery. A simple toggle and status check will be provided through the API. 'Fogged' or 'out of vision' shadowing will also be available in similar fashion.

For most of the terrain types creating a new look is as easy as creating a texture file in Photoshop. The contouring or proper 'connecting' of adjacent terrains is handled through a monochrome masking system so individual 'connections' need not be drawn. Some types, however, such as directional or facing types of terrain still need to be hand-drawn.