What problem does it solve? Positioning hexagonal tiles in 3D scenes is error-prone when using offset coordinates, which require parity-dependent neighbor formulas and complicate pathfinding. This Skill provides calibrated axial coordinate math so every tile position, neighbor lookup, and distance calculation is uniform and correct. ## Core Features & Use Cases - Axial-to-World Conversion: Convert (q, r) coordinates to Three.js Vector3 positions using constants calibrated for the KayKit Medieval Hexagon Pack (HEX_W = 1.82, HEX_H = 1.575). - Grid Operations: Compute the 6 neighbors of any cell, hex distance between cells, and generate rectangular grids procedurally or from world.json data. - Elevation & Rotation: Place props and occupants on elevated layers and apply deterministic 60-degree tile rotations for visual variety. - Use Case: You are building a Three.js strategy game map with KayKit hex tiles. Use this Skill to load cells from world.json, position each tile with axialToWorld, and implement A* pathfinding with clean neighbor math. ## Quick Start Use the hex-grid-axial skill to position the tiles from my world.json file in a Three.js scene using axial coordinates.