Gaitkit Open the lab
Dungeon Wall, A modular 2 m wide, 3 m tall, 0.5 m thick coursed stone wall for dungeon levels: plain wall, L corner, doorway, round arch, arrow slit or broken ruin. Straight pieces span x -1..1 so copies placed 2 m apart along X meet flush; the dungeon-door drops into the doorway opening.
Building · Still

Dungeon Wall

A modular 2 m wide, 3 m tall, 0.5 m thick coursed stone wall for dungeon levels: plain wall, L corner, doorway, round arch, arrow slit or broken ruin. Straight pieces span x -1..1 so copies placed 2 m apart along X meet flush; the dungeon-door drops into the doorway opening.

Size
2.0 × 3.0 × 0.60 m
Triangles
700
Open in the lab Ready for any engine. The download carries the knobs you set here.

Tune it

4 knobs: Piece, Stone, Moss, Seed.

Specs

Size
2.0 × 3.0 × 0.60 m
width × height × depth
Triangles
700
of 6,000
Draw calls
1
one vertex-colour material
Knobs
4
3 presets
Night lights
0
none

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.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-wall.mjs';

const dungeonWall = createAsset();
scene.add(dungeonWall);                      // rests on y = 0, front faces +Z

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
piecechoicewall corner doorway arch window slit brokenarchwall (plain 2 m section), corner (L piece that closes the -Z and -X edges of one 2 m cell), doorway (1.3 x 2.5 m opening with a lintel; dungeon-door drops into it), arch (round-topped 1.4 m archway), window slit (narrow arrow slit), broken (ruined top with rubble at its foot).
stonechoicegranite basalt sandstone bluestone bloodstonegraniteStone colour: granite (neutral grey), basalt (dark grey, deep dungeon), sandstone (warm tan, desert tomb), bluestone (cold blue-grey), bloodstone (reddish brown, demon lair). Use the same value on floors and doors for a matching set.
mosstoggleon / offfalseGreen moss creeping up the lower courses and over top faces: damp, old, overgrown.
seedrange1 to 50, step 17Reshuffles stone lengths, shades and (for broken) the ruined outline and rubble. Course heights never change, so any seeds tile side by side.

Presets: crypt archway {"piece":"arch","stone":"basalt","seed":12} · flooded ruin {"piece":"broken","moss":true,"stone":"bluestone","seed":23} · tomb corridor {"piece":"window slit","stone":"sandstone"}

Files

FileWhat
dungeon-wall.glbGLB, default look · 111 KB
dungeon-wall.mjsES module, every knob live
dungeon-wall.objOBJ, static, no colour
dungeon-wall-params.jsonknob 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.