Ruined Building
A generator for a 9 x 6 m concrete frame building of 1 to 4 storeys (3 m each). Destruction knocks out wall panels, breaks columns and floor slabs, exposes bent rebar and piles rubble around the base; a campfire inside the ground floor glows at night.
- Size
- 11.7 × 9.6 × 9.9 m
- Triangles
- 2,624
- Kit
- Wasteland
Tune it
5 knobs: Floors, Destruction, Concrete, Campfire, Seed.
Specs
- Size
- 11.7 × 9.6 × 9.9 m width × height × depth
- Triangles
- 2,624 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 5 3 presets
- Night lights
- 1 fire
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/ruined-building.mjs';
const ruinedBuilding = createAsset();
scene.add(ruinedBuilding); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/ruined-building.mjs';
export function RuinedBuilding() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import ruined-building.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://ruined-building.glb").instantiate())// Import ruined-building.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": "ruined-building", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
floors | range | 1 to 4, step 1 | 3 | Storeys, 3 m each. 1 is a burnt-out shop, 4 an apartment block. |
destruction | range | 0 to 1, step 0.05 | 0.55 | How ruined it is. 0 is an empty but standing shell with glassless windows, 0.5 has blown-out walls and a broken top floor, 1 is a skeleton of snapped columns, hanging slabs, bare rebar and rubble heaps. |
concrete | choice | grey sand soot painted | grey | Facade finish: grey (bare concrete), sand (desert-tinted render), soot (fire-blackened), painted (faded terracotta paint over concrete). |
campfire | toggle | on / off | true | Survivors' campfire in a stone ring inside the ground floor, seen through the doorway. Glows at night. |
seed | range | 1 to 50, step 1 | 5 | Which walls, slabs and columns broke and where the rubble fell. Same destruction, different ruin. |
Presets: bombed block {"floors":4,"destruction":0.8,"concrete":"soot","seed":11} · empty shell {"floors":2,"destruction":0.15,"concrete":"painted"} · last wall standing {"floors":3,"destruction":1,"concrete":"sand","seed":3}
Files
| File | What |
|---|---|
| ruined-building.glb | GLB, default look · 499 KB |
| ruined-building.mjs | ES module, every knob live |
| ruined-building.obj | OBJ, static, no colour |
| ruined-building-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.