This write up details a dual grid approach to creating hex based worlds. It was originally pitched to support world map generation for a 4x game. This document covers 3 main sections:
Steph J Paul was responsible for the idea, and created all art implementations.
Emi Storrs wrote landscape engine and map generation tooling.
A dual grid is when the grid that you place terrain meshes or tiles is offset (and in our case a different shape) than the gameplay grid. They line up mathematically and allow you to create smoother more natural tiles in the terrain with a lower number of tiles/assets.
Map generation run through a configurable pipeline of discreet steps that shaped a shared state. There were a couple key constraints on the generation:
To facilitate the development of the pipeline and the creation of configurations, a Map Generation Tool was created that used the same pipeline to generate near real time previews of the various steps in the pipeline.