Relative to the edge, the walls through marks in the example tiles run perpendicular (conventionally 0°), +30° or -30°, +90° or -90° (i.e. along the edge), while the walls through corners run through the bisectrix (conventionally 0°) or +60° or -60° (i.e. along the edge). Other angles, particularly +30° and -30° at corners and +60° and -60° at marks, could be added to the set of allowed wall directions

In the example each hex side has 11 marks with 11 configurations and a hex corner with 4 configurations.

]]>With n segments in each wall (in the main diagram, if the red marks are coincident with purple ones, n=12) a wall type can be encoded as a n-bit binary number.

The whole tile can thus be described by the type of each edge, either as a consolidated 6n-bit binary number or six separate n-bit ones for edges.

If the tile can be rotated, the first corner should be chosen in a standard way (e.g. minimum value if the edge codes are concatenated into a binary number). ]]>

1) Enumerate each side ‘type’ based on it having a matching edge. Tiles could be then placed adjacent to other tiles with matching edge numbers.

2) Add additional information of various sorts -> wall angles, tile pair/edge probabilities, tile groups (IE to help make rooms more likely), etc.

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