Hot answers tagged hexagon
All three uniform 2D grids can be stored in a rectangular grid, you just have to scale and shear it to fit the one you're aiming for. To know what regions you need to load just transform the viewport extents to the data's coordinate system.
Try turning on the grid in Tiled (Ctrl+G) and adjusting your "Tile Side Length" in the Map Properties so that the grid matches correctly with your tiles. It may fix the libgdx rendering issue, and would improve the mouse picking in Tiled a little. I know setting up a hexagonal map (and even an isometric map) is somewhat confusing at the moment. It's ...
If you are interested in doing a hex map you should definitely check out this http://www.redblobgames.com/grids/hexagons/ It coves few different methods of storing hex grids as well as basic operations like distance, fov, rotation and many more. It also describes how to do mapping from screen coordinates to hex coordinates and vice versa.
I've already answered a similar question, with identical goals, over on Stack Overflow I'll repost it here for convinience: (NB - all code is written and tested in Java) This image shows the top left corner of a hexagonal grid and overlaid is a blue square grid. It is easy to find which of the squares a point is inside and this would give a rough ...
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