Python

Procedural World Building via Hexagonal Masking

For a virtual pet world, static backgrounds get boring quickly. I needed a way to generate unique, visually interesting maps for different biomes (Grass, Sand, Snow) without hand-drawing every single variation.

April 4, 2026

The Solution:

I built a procedural generation tool that uses a Hex-Tile Logic:

  • Hexagonal Clipping: The script generates a custom polygon mask in Python to trim square tiles into hexagons, creating that classic tabletop RPG look.

  • Neighbor-Aware Randomization: Instead of pure randomness, the script uses a weighted selection. If a tile is placed, its neighbors are more likely to share similar traits, creating more "natural" clusters of terrain.

  • Decorative Overlays: An "Extra" layer system procedurally scatters biome-specific props (flowers in grass, crystals in caves) based on a probability chance variable.

  • Batch Generation: It exports 4 unique $16 \times 10$ hex-maps per biome type automatically.

 

The Result:

Infinite variety for game backgrounds. By simply adding a new tile sheet, I can generate an entire region's worth of content in seconds.

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