Oh right, I forgot you can post here without making a project tag.

Current progress on my game. Spent some time to figure out how to "fit" hexagonal meshes into a height map, to properly present slopes and such.

After two days I figured out that it is simply a 1:1 taper:

vec2 hexTileVertexToUVCoords(vec2 xy)
{
    vec2 uv = xy;
    uv.x += uv.x * abs(uv.y);
    uv.x = 0.5 + uv.x/2.0;
    return uv;
}

Next step is replacing the procedural hex mesh with actual different hex tiles. E.g. adding art.