
Here's a PNG file of a hexagon. The hexagon itself is 256 pixels wide and 225 pixels tall. The PNG is 290 pixels wide and 290 pixels tall. You can use this to generate hex tile grids in HTML and Canvas and XNA and really any other presentation framework you want!

I'm taking some time to learn how to actually use Unity3d.
Here's a screen shot of my initial set-up for "space invaders in a browser" (or probably more like "galaga" or "galaxians" or something). Btw: I'm sure those are all trademarked names of games, and they are only used for comparison in this article.


A distressed, murky wood. Fences, docks, etc.
includes:
Size: 2048x2048

A rich, brown wood, somewhat worn. Perfect for hardwood floors.
includes:
Size: 2048x2048

Included, please find two DLLs: A main Havok content tools wrapper, and a simple C# assembly that actually exposes a content importer for use with XNA Game Studio version 3.1. Drop these in your solution folder, and point your content project at the HavokImporter.dll assembly (add as a Reference to the Content project).
This texture comes in handy when you want to align things to a grid.


1) WORLD matrix. This takes vertices from object-local space (0,0,0 in the middle of the object) to world space (position and orientation applied based on 0,0,0 at your "world origin" position). This is a convenient space to do normal mapped lighting and environmental reflection in.

I'm using WPF 3.5, Visual Studio 2008 SP1, and developing for Windows XP SP3.
No matter what I do, the menu bar and menu items of my application are ugly, blurry, anti-aliased. WinForms, MFC and Win32 applications however have nice, crisp, clear menu items.
I've tried checking the "align to device pixels" box, but it only gives a marginal improvement.

I've been working on a GPU accelerated light map generator for XNA for a little while. I'm using the light map only to tell shadow/light for each surface for each light, and then solving the basic light equation (ambient + diffuse + specular + emissive) per pixel, multiplied by shadow.