Home
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.

FeatureWhat it shows
HarborsFixed gameboard composition with water + piers + village settlement
Bridges and connectorsProcedural seed-stable bridges across rivers
Multi-depth stacksCliffs, plateaus, layered biomes via per-tile depth
Tile biomes and fieldsAn open biome string and numeric channels per tile, kept across spawn and projection
Seeded biome regionsConnected environmental regions, capped patchwork fields with recorded ids, protected campaign pins, explicit or seeded sources
Hex biomes as seamless groundAssigned tile biomes projected into normalized, softened render weights
Camera framingPhysical bounds fitted to viewport aspect and an authored view direction
Tile injectionMutate tile state at runtime via commands
Prop injectionAdd decorative or interactive props after build
Pieces and actorsPlayer + NPCs + props with team / hostility / interaction metadata
Movement and patrolsCost-aware pathing + scripted patrol routes
Procedural propsModel crates, jars, tents and stones from code: primitives, seeded rocks, cloth and rope merged into one vertex-coloured geometry per finish
QuestsMulti-objective quests with progress + completion events
Cross-kit compositionMix KayKit Hexagon + Adventurers + Kenney assets
Determinism replaySave seed + script → reproduce exact world + simulation anywhere