| off | xy, 'offset', *vector* used for UI implementations |
| map | xy, *table* of unit hexagon centerpoints arranged in a shape |
* note that 'axial', vec2() coordinates are a subset of cube coordinates,
where you simply omit the z value. for many algorithms this is done, but
instead of using a seperate reference name 'axial' in these cases, I used
the name 'cube' for both. I found this to be simpler. when an algorithm
* note that 'axial', vec2() coordinates are a subset of cube coordinates,
where you simply omit the z value. for many algorithms this is done, but
instead of using a seperate reference name 'axial' in these cases, I used
the name 'cube' for both. I found this to be simpler. when an algorithm
asks for a cube, give it a cube. if you want to know if it works with axial
as well, look at the code and see if it uses a 'z' value.
Other terminology:
Other terminology:
* TODO
## RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL
## RESOURCES USED TO DEVELOP THIS LIBRARY, AND FOR WHICH I AM GRATEFUL
* [Hex Map 1](https://catlikecoding.com/unity/tutorials/hex-map/) - unity tutorial for hexagon grids with some useful generalized math.
* [3Blue1Brown - Essence of Linear Algebra](https://youtube.com/watch?v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab) - amazing series on linear algebra by 3Blue1Brown
* [Hexagonal Grids](https://redblobgames.com/grid/hexagons) - THE resource on hexagonal grids on the internet.
* [Hexagonal Grids](https://redblobgames.com/grid/hexagons) - THE resource on hexagonal grids on the internet.