My NoisyHexagons Problem Solved: 5 Easy Fixes for 2025
Struggling with the NoisyHexagons problem? Get your project back on track with these 5 easy fixes for 2025. End flicker, lag, and rendering errors for good.
Alex Rivera
Creative technologist and generative artist passionate about solving complex visual rendering challenges.
If you’ve ever spent hours crafting a beautiful generative art piece with hexagonal grids, you might know the feeling. Everything looks perfect, and then you add a touch of animation or interaction, and suddenly… it begins. The dreaded flicker. The subtle, maddening jitter. That’s what many of us in the creative coding community have come to call the “NoisyHexagons Problem.”
It’s that frustrating visual artifact where your perfectly aligned hexagons seem to tremble, shift, or render inconsistently, especially when using noise functions or panning across the canvas. For years, I battled this issue, blaming everything from my graphics card to the browser’s rendering engine. But after countless experiments and late-night debugging sessions, I’ve pinpointed the common culprits. And the good news? The fixes are often surprisingly simple.
This guide is my brain dump of everything I’ve learned. Here are five easy fixes that will help you solve the NoisyHexagons problem for good and get your projects running smoothly in 2025 and beyond.
Fix 1: Stabilize Your Coordinate System
The number one cause of jitter in grid-based systems is floating-point imprecision. When you pan, zoom, or animate your canvas, you’re often dealing with coordinates like 154.0000000001
instead of a clean 154
. JavaScript and other languages try their best, but these tiny inaccuracies accumulate, causing your hexagons to jump between pixels from one frame to the next.
The solution is to enforce precision by rounding your core coordinates before you calculate the hexagon’s vertices. Don’t round the final vertex positions, as that will distort the hexagon shape. Instead, round the center point of the hexagon you are about to draw.
How It Works
Before you pass a coordinate to your hexagon-drawing function, use a rounding method. A simple Math.round()
can work, but for smoother results when panning, it’s often better to work with a dedicated grid coordinate system (more on that in Fix 3). For a quick fix, however, stabilizing the input values is a great start.
Imagine you have a camera or view offset. Instead of using the raw offset, you can apply rounding to the translated coordinates.
// Bad: Raw floating-point values cause jitter
const xPos = worldX + viewOffsetX;
const yPos = worldY + viewOffsetY;
drawHexagon(xPos, yPos);
// Good: Stabilize the base position before drawing
// This ensures the hexagon's origin doesn't jump between pixels
const stableX = Math.round(worldX + viewOffsetX);
const stableY = Math.round(worldY + viewOffsetY);
drawHexagon(stableX, stableY);
This simple change can eliminate a significant amount of high-frequency jitter, especially when the grid is moving slowly.
Fix 2: Optimize Your Noise Function
The “noisy” part of the NoisyHexagons problem often comes from, well, the noise function itself! Perlin or Simplex noise is fantastic for creating organic patterns, but how you sample it is critical. If your noise sampling coordinates are also subject to floating-point errors, you’ll get shimmering or swimming artifacts in the noise pattern as it moves across the grid.
This happens because a tiny shift in the input coordinate can result in a completely different noise value, causing the color or height of a hexagon to pop unexpectedly. The fix is to ensure the coordinates you pass to your noise function are as stable as the ones you use for positioning.
How to Fix Noise Sampling
The key is to tie your noise sampling directly to the hexagon’s immutable grid coordinates (its column and row), not its final pixel position on the screen. This way, a hexagon at `(row: 5, col: 10)` will always sample the same point in the noise field, regardless of where your camera is.
// The grid coordinates (q, r) for an axial system
const q = hexagon.q;
const r = hexagon.r;
// Define a scale for your noise field
const noiseScale = 0.1;
// Bad: Using screen position can introduce jitter
// const screenPos = hexagon.toPixel();
// const noiseValue = noise.simplex2(screenPos.x * noiseScale, screenPos.y * noiseScale);
// Good: Using stable grid coordinates guarantees consistent results
const noiseValue = noise.simplex2(q * noiseScale, r * noiseScale);
// Now use this stable noiseValue to determine color, height, etc.
const color = mapValueToColor(noiseValue);
By decoupling the noise calculation from the screen rendering, you ensure that the underlying data for your grid is rock-solid. The pattern will now move smoothly with the grid, not shimmer on top of it.
Fix 3: Embrace Integer-Based Coordinates
This builds upon the previous fixes and is arguably the most robust solution. Instead of thinking about your hexagons in terms of `x`/`y` pixels, manage them exclusively with integer-based grid coordinates. The most popular system for hex grids is the axial coordinate system, which uses two axes (`q`, `r`) to define every hexagon.
Your entire application logic—pathfinding, neighbor-finding, data storage—should operate on these `(q, r)` integer pairs. You should only convert to pixel coordinates at the very last moment, inside your rendering loop.
The Logic-to-Render Pipeline
- Logic Loop: All your updates happen here. A hexagon moves from `(q: 1, r: 2)` to `(q: 1, r: 3)`. No pixels involved.
- Rendering Loop: Iterate through the hexagons you need to draw. For each one, take its integer coordinates `(q, r)` and run them through a `hexToPixel()` conversion function.
- Drawing: Use the resulting pixel coordinates to draw the hexagon.
This separation of concerns is powerful. Since all your state is managed with integers, there are no floating-point errors to accumulate. The conversion to pixels happens fresh every frame, eliminating historical errors.
// A function to convert integer axial coordinates to screen pixels
function hexToPixel(q, r) {
const x = size * (3/2 * q);
const y = size * (Math.sqrt(3)/2 * q + Math.sqrt(3) * r);
return { x: x, y: y };
}
// In your render loop
for (const hex of visibleHexagons) {
// hex.q and hex.r are integers!
const pixelPosition = hexToPixel(hex.q, hex.r);
// Add camera offset *after* the conversion
const finalX = pixelPosition.x - camera.x;
const finalY = pixelPosition.y - camera.y;
drawHexagonOnCanvas(finalX, finalY, hex.color);
}
This approach completely eradicates jitter caused by floating-point drift in your application state.
Fix 4: Decouple Rendering from Logic
Sometimes, the flicker you see isn’t jitter—it’s screen tearing. This can happen if you update a hexagon’s state (like its color) and draw it in the same function call, especially if that call happens multiple times per frame. The browser might render the screen halfway through one of your updates, showing a mix of old and new states.
The classic game development solution is to separate your `update` logic from your `draw` logic. The `requestAnimationFrame` browser API is perfect for this.
The Game Loop Pattern
Structure your code into a main loop. In each frame, you first process all logic/state updates, and only then do you perform any drawing.
const allHexagons = [/* ... your hex data ... */];
function updateState(deltaTime) {
// Handle user input, animations, physics, etc.
for (const hex of allHexagons) {
hex.update(deltaTime); // e.g., change color based on noise over time
}
}
function drawScene() {
// Clear the canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// Draw every hexagon based on its *current* state
for (const hex of allHexagons) {
hex.draw(context);
}
}
function gameLoop(timestamp) {
const deltaTime = timestamp - lastTimestamp;
lastTimestamp = timestamp;
updateState(deltaTime);
drawScene();
requestAnimationFrame(gameLoop);
}
// Start the loop
let lastTimestamp = 0;
requestAnimationFrame(gameLoop);
This ensures that every frame you draw is a complete, consistent snapshot of your application’s state. No more drawing a half-updated scene.
Fix 5: The Double-Buffering Trick
If you’ve implemented all the above and still see a stubborn flicker, especially on complex scenes, it’s time to bring out the secret weapon: double-buffering.
The concept is simple: instead of drawing directly to the main canvas that the user sees, you draw your entire scene to a hidden, off-screen canvas first. Once everything is perfectly drawn on this hidden canvas, you copy the entire result to the visible canvas in a single, atomic operation.
This completely eliminates any flicker caused by the browser rendering the canvas while you’re still in the middle of drawing hundreds or thousands of hexagons.
A Simple Implementation
// Main canvas visible on the page
const visibleCanvas = document.getElementById('myCanvas');
const visibleCtx = visibleCanvas.getContext('2d');
// Hidden off-screen canvas for buffering
const bufferCanvas = document.createElement('canvas');
bufferCanvas.width = visibleCanvas.width;
bufferCanvas.height = visibleCanvas.height;
const bufferCtx = bufferCanvas.getContext('2d');
function drawScene() {
// 1. Draw everything to the HIDDEN buffer
bufferCtx.clearRect(0, 0, bufferCanvas.width, bufferCanvas.height);
for (const hex of allHexagons) {
// Pass the buffer's context to your draw functions
hex.draw(bufferCtx);
}
// 2. Clear the VISIBLE canvas
visibleCtx.clearRect(0, 0, visibleCanvas.width, visibleCanvas.height);
// 3. Copy the finished buffer to the visible canvas in one go
visibleCtx.drawImage(bufferCanvas, 0, 0);
}
// Your gameLoop remains the same, just calling this new drawScene()
// requestAnimationFrame(gameLoop);
This technique is the ultimate solution for achieving buttery-smooth, tear-free rendering, and it’s a standard practice in graphics programming for a reason.
Conclusion: No More Noisy Hexagons
The NoisyHexagons problem can feel like a mysterious curse, but it almost always boils down to predictable issues with floating-point math and rendering timing. By systematically applying these five fixes, you can build a stable and performant foundation for your hexagonal creations.
To recap:
- Stabilize coordinates: Round inputs to prevent pixel-level jitter.
- Optimize noise sampling: Use grid coordinates, not screen coordinates, for noise.
- Use integer coordinates: Manage state with integers (`q`, `r`) and convert to pixels only for drawing.
- Decouple logic and rendering: Use an `update`/`draw` loop with `requestAnimationFrame`.
- Use double-buffering: Draw to a hidden canvas first for perfectly smooth frames.
Don’t let rendering glitches derail your creative vision. With these strategies in your toolkit, you can focus on what really matters: bringing your amazing hexagonal worlds to life. Happy coding!