Games that traditionally use the four cardinal directions, or otherwise suit a square grid, may adapt to a hex grid in different ways. POV-Ray render mimicking Fallout 's trimetric projection and hexagonal grid. Instead, paths in these directions, and any other path that does not bisect one of the six cell edges, will "zig-zag " since no two directions are orthogonal, it is impossible to move forward in one direction without moving backwards slightly in the other. As a result, no hex cell has an adjacent hex cell lying directly east or west of it, making "horizontal" movement in a straight line impossible.
![hexcells world 6 hexcells world 6](https://i.ytimg.com/vi/XBpqSa747hY/maxresdefault.jpg)
Commonly, cells will form continuous straight lines "up" and "down", or "north" and "south", in which case the other four adjacent cells lie "north-west", "north-east", "south-west" and "south-east". One disadvantage of a hex map is that hexes have adjacent cells in only six directions instead of eight, as in a square grid map.
![hexcells world 6 hexcells world 6](https://img.youtube.com/vi/mKmqYLB9tp0/mqdefault.jpg)
The other advantage is the fact that neighbouring cells always share edges there are no two cells with contact at only a point. This equidistant property of all adjacent hexes is desirable for games in which the measurement of movement is a factor. By comparison, in a square grid map, the distance from the center of each square cell to the center of the four diagonal adjacent cells it shares a corner with is √ 2 times that of the distance to the center of the four adjacent cells it shares an edge with. The primary advantage of a hex map over a traditional square grid map is that the distance between the center of each and every pair of adjacent hex cells (or hex) is the same.