Hexamap - Fast, extensible procedural worlds

V2 is out !

WHAT’S BELOW IS DEPRECATED. PLEASE CHECK V2 ABOVE.



Description :
Hello everyone,

I just released my first asset for Unity and I am quite excited to share it with you ! Its named Hexamap and provide you a framework, a library, a smart way to build procedural worlds in your tile-based projects. I hope you will enjoy it !

Trailer :

Key features :

Overview :

Do not hesitate to contact me if you need any kind of support or informations regarding the asset. You can also use this thread or GitHub !

Thank you,
Benjamin

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1 Like

This looks very interesting and perfectly timed for my new project. What kind of performance is their? What size world/terrain can reasonably be expected?

Hi digiross,

It really depends of what you want to do and what configuration you’ll be using. :slight_smile:

Talking about landforms included in the asset, roads and rivers will quickly impact performances for example since they are internally using pathfinding and, even if the A* algorithm is fast, it’s obviously time consuming.

When running the demo scene on my laptop (CPU : i7-8650U), generating about 2500 tiles with roads and rivers takes about 1-1.6s to generate. You can check the beginning of the overview video to see some examples (keep in mind there is some overhead because of recording at the same time and this is inside the Unity Editor).


EDIT : I just ran some benchmarks on the demo scene in a standalone player and here are the times I get for 25 maps :

1.4821749 0.5609802 0.6666023 0.4724216 0.5656221 0.5525242 0.6164655 0.7295563 0.7606675 0.500175 0.6728931 0.634382 0.6054279 0.5186247 0.4792251 0.4697717 0.4488441 0.4965303 0.4830851 0.5460883 0.5535256 0.42907 0.5526908 0.5597548 0.4481522

Average is 0.590s

Now if you are looking for really huge worlds using the same configuration as above to generate about 18k tiles…

Without roads and rivers (12s) :

And now with roads (26s) :

What kind of size do you need for your project ?

I just started a benchmark section on the wiki : Benchmarks · BenHUET/hexamap-documentation Wiki · GitHub

For now, results are only gathered from my laptop, I’ll add desktop results soon. I hope it will give you a bit more vision about the performance of Hexamap !

Hello everyone, I just released a new update allowing the asset to generate randomly shaped maps.

This is the kind of result you can expect :


Hey guys, please don’t forget to give a review after trying :slight_smile:

Hi I am the user of Hexamap, I found that it doesn’t support road path in different Biomes. Is there any way to support this?

Hi TefarMain, I’m afraid it is indeed not supported as of right now due to how biomes are generated.

Hello guys, thank you for your support with the asset ! Do not hesitate to contact me if you have any question :slight_smile:

Hi Bhuet,

It is possible to switch out your hextiles with hextiles I have created? They are 3d hextile.

Also second question, can you generate a world, and then edit the hextiles with a different hextile. For instance, wanting to put in a road that wasn’t there already.

Thanks.