Godot-HexMap is an open-source hex map tool system for Godot 4.6.1+.
It is currently in active development and is being built as a reusable foundation for hex-based workflows in Godot projects.
The roadmap is to build a complete hex-tile-based map utility for Godot that mirrors core capabilities found in TileMap2D and GridMap, while extending them for hex-native workflows.
Planned direction includes:
- Hex map editing and runtime utilities aligned with Godot-style APIs
- Layered hex maps for multi-layered / multi-tiered spaces
- Composable multi-layer map structures for complex worlds
- Integrated custom property support on map data and cells
Implemented now (work in progress):
- Core hex math library (
HexLib) adapted for Godot/GDScript usage - Functional
HexMapresource logic with q/r/s and tier-oriented coordinate support - GridMap-style map APIs (
set_cell_item,get_cell_item,map_to_local,local_to_map, etc.) - Hex map editor utility singleton for map configuration and edit brush workflows
- Hex pathfinder utility singleton for A* path queries with signal-based results
- Demo/workbench scene with camera controls, picking, inspect/path/edit modes, and config-driven tuning
This project draws heavily from the excellent hex grid research and reference material by:
- Amit Patel (Red Blob Games)
Website: https://www.redblobgames.com
Email: redblobgames@gmail.com
Huge thanks to Amit for publishing foundational, practical resources that make robust hex-grid implementation possible.
If you'd like to contribute or collaborate, please email me at: dubdev720@proton.me