Barracks
A long quonset-style army hut: a corrugated half-cylinder shell about 6 m wide on a concrete slab, with a gabled entry porch and hinged door (part door) on the +Z side and rows of awning windows down both flanks that glow at night. Length is a real-metre knob; the shell is painted in woodland, desert, arctic or grey camouflage.
- Size
- 12.8 × 5.1 × 8.4 m
- Triangles
- 1,772
Tune it
4 knobs: Length, Camo, Stove pipe, Sandbags.
Specs
- Size
- 12.8 × 5.1 × 8.4 m width × height × depth
- Triangles
- 1,772 of 6,000
- Draw calls
- 1 one vertex-colour material
- Moving parts
- 1 door · rotate
- Knobs
- 4 3 presets
- Night lights
- 2 window, lamp
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/barracks.mjs';
const barracks = createAsset();
scene.add(barracks); // rests on y = 0, front faces +Z
// 'door' pivots on its hinge: -100° to 0° around y
barracks.getObjectByName('door').rotation.y = THREE.MathUtils.degToRad(-100);import { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/barracks.mjs';
export function Barracks() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import barracks.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
$Barracks/door.rotation_degrees.y = -100// Import barracks.glb with glTFast (com.unity.cloud.gltfast).
transform.Find("door").localEulerAngles = new Vector3(/* y: */ -100, 0, 0);Use the gaitkit MCP server: get_variant({ "id": "barracks", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
length | range | 8 to 18, step 1 | 12 | Length of the hut in metres. 8 is a small office hut, 12 sleeps a platoon, 18 is a mess hall or store. |
camo | choice | woodland desert arctic grey | woodland | Paint on the corrugated shell: woodland (olive, brown and black blotches), desert (sand and tan), arctic (white and pale grey), grey (plain urban grey). |
chimney | toggle | on / off | true | A stove chimney pipe with a rain cap poking out of the roof near the back. |
sandbags | toggle | on / off | false | A low blast wall of sandbags along the front on both sides of the porch. |
Presets: desert mess hall {"camo":"desert","length":18,"chimney":true} · arctic hut {"camo":"arctic","length":9} · frontline quarters {"camo":"woodland","sandbags":true,"length":14}
Files
| File | What |
|---|---|
| barracks.glb | GLB, default look · 241 KB |
| barracks.mjs | ES module, every knob live |
| barracks.obj | OBJ, static, no colour |
| barracks-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.