Hex Terrains Framework 2 is a high-performance hex-based terrain and world simulation system built on Unity DOTS (Entities 1.0, Jobs, Burst).
Designed for large-scale strategy, 4X, simulation, and sandbox games, it enables the creation of massive, interactive hex worlds with modular architecture, runtime editing, and efficient parallel processing.
This is not just a terrain renderer — it is a scalable, layered world system built for long-term production use.
As a thank you to early supporters, all Version 1.0 owners receive Version 2.0 as a free upgrade.
Each Terrain is represented as a single ECS Entity composed of modular Terrain Layers.
A Terrain Layer encapsulates its own structured Data Layers (per-cell maps) along with the logic responsible for rendering them.
A Data Layer stores a value for every terrain cell (such as float, int, Vector3, etc.), and these values can be visualized in different ways.
For example, values from the Height Map and Biome Map are rendered as a chunk mesh, where the cell height corresponds to the Height Map value and the cell texture corresponds to the Biome Map value.
Another example is the Cell Object Index Map, which stores an integer value for each cell. Each value corresponds to a 3D object from an object palette, which is then rendered on the respective terrain cell.
This separation allows clean simulation design, high performance, and full extensibility.
Terrain Layer Systems
Chunk Mesh Layers
(Ground, Water, Snow, Roads, Clouds, Rain, etc.)
Cell Region Layers
(Countries, Provinces, Territories, etc.)
Cell Minerals Layer
(Underground minerals, Dissolved in Air/Water, etc.)
Cell Entity Layers
(Trees, Buildings, Units, Props, etc.)
Cell Object Layers
(Trees, Buildings, Props, etc.)
GeoPlast Layers
(Ground, Ocean, Snow, Atmosphere, Clouds, etc.)
Volumetric environmental simulation per cell, supporting:
Features:
This enables emergent environmental behavior driven by simulation rather than scripted effects.
Sun Layer
A dynamic heat source that moves across the terrain.
The Sun Layer interacts with GeoPlast systems to produce natural weather cycles, freezing, melting, evaporation, precipitation, and heat-based material flow.
Core Features
Runtime Terrain Editing
Modular extendable in-game terrain editor. Allows to edit all the data on the terrain
Dynamic Terrain Creation
Modular Terrain Layer Architecture
Create custom Terrain Layers composed of Data Maps such as height, biomes, regions, resources, entities, or custom gameplay values.
Each Data Layer:
Highly Optimized Mesh Generation
Minimap with Viewport Sync
Save / Load Support
Wraparound Map Support
Performance by Default
Designed with scalability as a core principle — you only pay performance cost for the features you actually use.
Performance tested in standalone builds on terrains up to 300+ FPS on 4096×2048 (8,388,608 cells) static terrain (without simulation) with 5 layers (hardware-dependent).
Ideal For
Included