Features
Features
Screenshot-driven feature gallery of declarative-hex-worlds.
The gallery shows every facet of the library a prospective consumer needs to understand. Each page is structured the same way: a problem statement, a minimal TypeScript snippet, the library API cross-links, related features.
Note:
Screenshot embedding lands once the F-Gallery test harness flips on with the RB browser-CI gate (PRD F-Gallery-1). The prose + snippets compile + run today.
Gallery
| Feature | What it shows |
|---|---|
| Harbors | Fixed gameboard composition with water + piers + village settlement |
| Bridges and connectors | Procedural seed-stable bridges across rivers |
| Multi-depth stacks | Cliffs, plateaus, layered biomes via per-tile depth |
| Tile biomes and fields | An open biome string and numeric channels per tile, kept across spawn and projection |
| Seeded biome regions | Connected environmental regions, capped patchwork fields with recorded ids, protected campaign pins, explicit or seeded sources |
| Hex biomes as seamless ground | Assigned tile biomes projected into normalized, softened render weights |
| Camera framing | Physical bounds fitted to viewport aspect and an authored view direction |
| Tile injection | Mutate tile state at runtime via commands |
| Prop injection | Add decorative or interactive props after build |
| Pieces and actors | Player + NPCs + props with team / hostility / interaction metadata |
| Movement and patrols | Cost-aware pathing + scripted patrol routes |
| Procedural props | Model crates, jars, tents and stones from code: primitives, seeded rocks, cloth and rope merged into one vertex-coloured geometry per finish |
| Quests | Multi-objective quests with progress + completion events |
| Cross-kit composition | Mix KayKit Hexagon + Adventurers + Kenney assets |
| Determinism replay | Save seed + script → reproduce exact world + simulation anywhere |
