<p>You may check my 2009 paper, where I derived an "exact" approach to generate "random points" inside different lattice shapes: "hexagonal", "rhombus", and "triangular". As far as I know it is the "most optimized approach" because for every 2D position you only need two random samples. Other works derived earlier require 3 samples for each 2D position!</p>

<p>Hope this answers the question!</p>

<p><a href="http://arxiv.org/abs/1306.0162" rel="nofollow">http://arxiv.org/abs/1306.0162</a></p>
Generating random points within a hexagon for procedural game content
<p>I'm using procedural techniques to generate graphics for a game I am writing.</p>

<p>To generate some woods I would like to scatter trees randomly within a regular hexagonal area centred at &lt;0,0>.</p>

<p>What is the best way to generate these points in a uniform way?</p>