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
- Kit
- Dungeon
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.
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-wall.mjs';
const dungeonWall = createAsset();
scene.add(dungeonWall); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-wall.mjs';
export function DungeonWall() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import dungeon-wall.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://dungeon-wall.glb").instantiate())// Import dungeon-wall.glb with glTFast (com.unity.cloud.gltfast).
// Drop it in the scene: 1 unit = 1 metre, +Z is its front.Use the gaitkit MCP server: get_variant({ "id": "dungeon-wall", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
piece | choice | wall corner doorway arch window slit broken | arch | wall (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). |
stone | choice | granite basalt sandstone bluestone bloodstone | granite | Stone 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. |
moss | toggle | on / off | false | Green moss creeping up the lower courses and over top faces: damp, old, overgrown. |
seed | range | 1 to 50, step 1 | 7 | Reshuffles 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
| File | What |
|---|---|
| dungeon-wall.glb | GLB, default look · 111 KB |
| dungeon-wall.mjs | ES module, every knob live |
| dungeon-wall.obj | OBJ, static, no colour |
| dungeon-wall-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.