An implementation of a hexgrid algorithm can be done by connecting two attribwrangles: Set the first one to detail and the second one to run over points.
// Creates a point grid in detail mode
for(int j = 0; j < 10; j++){
float shift_x = ( (j + 1) % 2 ) * 0.5;
float shift_z = j * 0.75;
for(int i = 0; i < 10; i++) {
vector pos = set(i + shift_x, 0, shift_z);
addpoint(0, pos);
}
}
int prim = addprim(0, "poly");
float height = (sqrt(3)/2) * 0.5;
float width = 0.5;
for(int i = 0; i < 6; i++) {
float angle_deg = 60 * i + 30;
float angle_rad = $PI / 180 * angle_deg;
vector pos = set(v@P.x + width * cos(angle_rad), 0, v@P.z + height * sin(angle_rad) );
int pt = addpoint(0, pos);
addvertex(0, prim, pt);
}
removepoint(0, i@ptnum);