Hexpunk
InstallConceptsElementsProsehp-cellhp-codehp-copyhp-hexhp-latexhp-visually-hiddenhp-buttonhp-checkboxhp-formhp-labelhp-radiohp-selecthp-sliderhp-togglehp-toggle-grouphp-badgehp-taghp-progresshp-spinnerhp-backgroundhp-clusterhp-collapsiblehp-demohp-gridhp-scroll-areahp-separatorhp-sidebarhp-toolbarhp-avatarhp-iconhp-pixelhp-linkhp-menubarhp-navigation-menuhp-tabshp-alert-dialoghp-context-menuhp-dialoghp-dropdown-menuhp-hover-cardhp-popoverhp-tooltiphp-bannerhp-toasthp-tetherhp-module-handlehp-unfold-listhp-unfold-overlayhp-unfold-pagehp-bondhp-link-nodePaletteAnimationsReleases

Concepts

Hexpunk is a hexagonal-first, wireframe-cyberpunk design system. Three concepts drive everything that ships.

Atoms vs molecules vs primitives

  • Atoms are single-hex elements. hp-hex is the primitive; hp-cell is the universal labelled element, with interactive variants (anchor / action / secondary / utility), decorative variants (content / support / slot), and a tone overlay (positive / warn / alert / error) that doubles as the semantic status indicator.
  • Molecules are composed structures: hp-grid (invisible axial coordinate space), hp-cluster (5-hex rosette), hp-tether (arc between molecules).
  • Spatial primitives are the bigger ideas the system is built on: grid, bonding (adjacency), linking (arcs at distance), and unfolding (in-place / overlay / camera-zoom).

Pointy-top hex math

Every hex has a bounding box of w × (w · 2/√3). Axial coordinates project to pixels as x = w · (q + r/2), y = w · √3/2 · r. The grid uses an effective cell width of w − hex-stroke so adjacent hexes' stroke bands coincide into a single shared edge.

Motion is signal

Every animation communicates something specific (state change, attention, routing, scanning, snapping, unfolding). Decorative motion is forbidden — the idle state is still.

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