*I programmed myself*), so yeah, a bit silly, but, on the bright side, I got to test that other method too!

I've also realized why the polygons kept growing as I added more sides, and, again, it was a case of the algorithm working properly and me not using it correctly.

The thing is that, in order to create regular polygons, I would calculate the radius (distance from the center to a vertex) based on the side length, the formula being:

**radius = sideLength / ( 2 * Sin ( 180 / numberOfSides ) )**

Which means that, for a constant side length (as was the case in my tests), the radius will change as the number of sides changes.

So I've added a method that accepts a fixed polygon radius rather than side length, and here's the result:

For those who care to know:

**Polygon2d( Point2d center, double radius, int edgeCount )**

Oh, and yes, they are all rotating.

Incidentally, I need to rework that hexagon grid floor, it pops way too much for a floor texture.

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