64th procedural mesh primitive. A simple scout/sentry
watchpost from axis-aligned boxes:
• tall central pole rising from ground to postH
• square platform slab on top of the pole, wider than
the pole so it overhangs as the lookout deck
• 4 corner railing posts on the platform — set
railingH=0 for a bare deck
Distinct from --gen-mesh-tower (round castle tower with
crenellated battlements). A watchpost is the rough scout/
forward-outpost variant — just wood and rope, no masonry.
Pairs naturally with --gen-mesh-tent / --gen-mesh-firepit
for camp + lookout scenes, and --gen-mesh-fence for
perimeter setups. Watertight under weld (verified
108 manifold edges, 0 boundary, 0 non-manifold).
58th procedural texture: thin vertical lines at every
`stride` x position, with optional thicker "feature" line
every Nth stripe. The periodic doubled-thickness emphasis
is what distinguishes this from --gen-texture-stripes
(which renders wide alternating bands of each color).
Each stripe is centered within its column and has
configurable lineW; feature stripes are 2× the regular
width. Set featureEvery=0 to disable feature emphasis for
a uniform pinstripe pattern.
Useful for noble-house tabards, formal-attire fabric,
banker's counter cloth, sci-fi panel detailing, royal-
guard uniform trim, library / archive carpet runners.
Default 12-pixel stride, 1-pixel line, feature every 6th
stripe gives the classic suit-pinstripe look at 256x256.
63rd procedural mesh primitive. The first to explicitly
compose a *scene* of multiple objects rather than a single
structure: an N×M×K arrangement of cube crates with a small
gap between each so they read as discrete shipping boxes
rather than one merged solid.
Default 2×2×2 = 8 crates with 0.40 m sides on a 0.02 m gap
gives a tight pyramidal pile. Larger configurations (e.g.
4×3×2 = 24 crates) read as warehouse pallets.
Uses every shared helper added this batch — addFlatBox for
each crate, finalizeAsSingleBatch for the trailing batch,
stripExt for the .wom suffix, parseOptInt/Float for the
optional dimension args. Each crate emits the standard
24-vert / 12-tri box, so an N×M×K stack is a clean
N*M*K-multiple in vertices and triangles.
Useful for warehouses, cargo holds, dock loading bays,
market stalls, dwarven mining caches, pirate stash piles.
Watertight under weld — the gap keeps adjacent crates
from sharing corner positions.
57th procedural texture: 2x2 cell pattern where alternating
cells hold horizontal vs vertical fiber segments. Each
segment gets a sin² brightness profile across its
perpendicular axis — 0 at the segment edge, peak at center —
giving the rounded highlight of a real woven fiber bundle.
Cell-pair parity (cx + cy) % 2 determines orientation, so
adjacent cells always alternate weave direction in both X
and Y. Reads as the unmistakable carbon-fiber checkerboard
even at small scales.
Useful for sci-fi armor, sleek tech panels, vehicle bodies,
ritual obsidian inlays, dwarven runeplate accents — any
"machined composite" surface where flat dark grey would
read as plain plastic.
Default 12-pixel cell at 256x256 reads cleanly with about
21 visible weave segments per side.
62nd procedural mesh primitive. A blacksmith / crafter
workbench built from axis-aligned boxes (uses the new
cli_box_emitter helper plus the new cli_arg_parse helpers
for all 7 optional dimension args):
• flat top slab spanning length × depth at topT thickness
• 4 corner legs sized so their outer faces line up with
the top edges (post-style, no overhang)
• optional vise box at the +X end of the top — set
viseSize=0 for a bare bench
• optional raised tool tray along the +Z back edge —
set trayH=0 to omit
Pairs naturally with --gen-mesh-anvil (existing) for
blacksmith forge scenes, and --gen-mesh-cauldron for
alchemist labs. Default 1.6×0.7×0.85 m bench reads at
realistic adult-human working height.
Watertight under weld (verified via --info-mesh-stats:
126 manifold edges, 0 boundary, 0 non-manifold).
56th procedural texture: concentric annual growth rings
centered slightly off-image (at -W*0.2, H/2) so the texture
shows sweeping arcs across most of its area rather than the
bullseye --gen-texture-rings produces.
Per-ring jitter shifts the dark-band center within each
ring's annular cell, so adjacent rings don't read as a
perfect modulus pattern — mimics real annual-growth
variation. Brightness lerps from lightHex (early-wood)
to darkHex (late-wood / heartwood) with a smooth
triangular falloff at the dark-band peak.
First procedural texture to use the new cli_arg_parse
helpers for the optional spacing/seed/W/H args.
Useful for tabletops, log-end caps (chopped firewood
stumps), barrel lids, beam cross-sections, plank ends —
distinct from --gen-texture-wood which renders vertical
grain streaks for plank surfaces.
61st procedural mesh primitive. Builds a bedroll prop:
• horizontal closed cylinder along the Z axis sitting at
y = R so it rests on the ground (radius defaults to
0.16 m, length 1.4 m — adult-human-shaped)
• optional pillow box at the +Z end (squashed cube,
pillowSize controls extent)
• per-segment N-sided cylinder uses the new addVertex
helper; pillow uses addFlatBox
Set pillowSize=0 for a bare rolled mat. Watertight under
weld (verified via --info-mesh-stats: 90 manifold edges,
0 boundary, 0 non-manifold).
Pairs naturally with --gen-mesh-tent / --gen-mesh-firepit /
--gen-mesh-canopy for outdoor camp scenes — completes the
tent-side camping kit.
55th procedural texture: irregular spots scattered on a hash-
jittered grid. Each cell tests its 8 neighbors so spots near
cell boundaries don't get clipped at the cell wall.
Per-cell hashing controls:
• presence — density 0-100 chance the cell hosts a spot
• position — uniform jitter inside the cell
• radius — 25-75 % of stride, so adjacent spots vary in size
Result reads as random patches of organic growth rather than
a visible lattice. Useful for forest floors, weathered stone
walls, dungeon flagstones, swamp ground, ruined-temple
overlay, fungal-cavern detail.
Default 16-stride / 70-density on a stone-grey base reads
cleanly at 256x256 with about half the surface mossed over.
Walks every .wom and .wob under <zoneDir>, optionally welds
each one independently (per-mesh / per-WOB-group), and
appends its triangles to a single WoweeCollision. Useful for
shipping a zone — one .woc artifact holds all object collision
so the server side has just one file to load.
Per-file weld preserves between-object boundaries: two
distinct WOMs sitting at the same world position keep
their topology separate even if their corner positions
happen to overlap.
Same flag surface as the single-file bakers: optional
[out.woc] (defaults to <zoneDir>/zone.woc), --weld <eps>,
--steep <deg> for the walkable/steep slope cutoff.
Smoke tested over /tmp/migtest: scanned 79 WOM + 1 WOB,
produced 9259-triangle WOC (1563 walkable, 1943 steep)
with correct world bounds.
60th procedural mesh primitive. Builds a chimney as two
axis-aligned boxes (uses the shared addFlatBox helper):
• main shaft: rectangular brick stack of width × depth ×
(height - capH)
• protective cap: a slightly wider box on top (capExtra
wider than shaft on every side) — the rain-throw crown
that sits on real masonry chimneys
Set capH=0 for a bare unfinished stack. Default 0.45×0.45×
1.8 m shaft with a 0.10-tall cap reads at human scale for
rooftop placement.
Useful for cottage rooflines, blacksmith forges, alchemist
labs, dwarven longhouses — any structure with a fireplace
that needs visible vent. Watertight under weld (verified
via --info-mesh-stats: 36 manifold edges, 0 boundary, 0
non-manifold).
Sibling of --audit-watertight that walks every .wob under
<root> and runs the welded watertight check on every group.
A WOB passes only if every group is closed — interior rooms
in a real building should each be a closed solid even
though the building as a whole has intentional portal
openings between them.
Per-failure detail lists which groups failed and why
(boundary edge count + non-manifold edge count). Exit code
is the number of failed buildings (capped at 255) — same
CI-friendly contract as the WOM audit.
Smoke tested against /tmp/migtest cube.wob: PASS, 12 tris,
exit code 0.
54th procedural texture: grid of round rivet caps with an
inner highlight. Each stud has:
• outer ring (40%-100% of studR) at the studHex base color
• inner core (0-40% of studR) at studHex × 1.4 brightness
• bg color outside studR
The 40% bright core sells the 3D rivet appearance — a flat
solid circle (which --gen-texture-dots already produces)
reads as a polka dot, while the bright/dim concentric pair
reads as a metal stud catching light.
Useful for studded leather armor, riveted plate, banded
mail trim, dwarven hauberks, prison-cell door reinforcement,
ship hull plating. Default 24-stride grid with R=7 reads
cleanly at typical body-armor scale.
59th procedural mesh primitive. Builds an open-top pergola
from axis-aligned boxes (uses the new addFlatBox helper):
• 4 corner posts sized so their outer faces line up with
the footprint perimeter
• 2 long perimeter beams resting on top of the posts
along the long edges
• N cross beams running between the perimeter beams
(slightly thinner so the lattice has visible crossings)
Distinct from --gen-mesh-canopy because there's no closed
overhead panel — the open lattice top reads as a sun-trellis
or vine-arbor instead of a market-stall awning. Useful for
palace courtyards, druid groves, garden mazes, viewing
arbors, harvest-festival entrance pieces.
Set crossbeams=0 for a bare 4-post + 2-beam frame; default
5 crossbeams gives a pleasing alternating pattern.
53rd procedural texture: N rays radiating from the texture
center. Each pixel computes its angle via atan2 and finds
the angular distance to the nearest ray axis (handling the
±π wrap so rays around the seam are continuous). Pixels
inside any ray's angular band get the ray color.
Brightness tapers linearly with distance from center: 1.0
at the hub, 0.4 at the texture diagonal — gives sun-rays
that fade as they extend outward instead of reading as
infinite lines.
Useful for sun motifs, holy/divine symbols, paladin
insignias, mage-robe trim, mosaic medallion centers,
shrine floor inlays, and any "radiant glory" surface.
Sibling of --bake-wom-collision for buildings. Walks every
group in a WOB, optionally welds vertices PER GROUP (groups
are intentionally separate — rooms with portals between them,
so welding across groups would fuse walls that should remain
distinct collision surfaces), and appends each to a single
WoweeCollision via WoweeCollisionBuilder::addMesh.
Same flag surface as the WOM variant: optional [out.woc]
output path, --weld <eps> for per-group vertex merge,
--steep <deg> for the walkable/steep slope cutoff.
Smoke tested on a 1-group cube WOB: 8 verts → 12-triangle
WOC with proper bounds (-1,-1,-1)..(1,1,1) and walkable/
steep classification matching the cube face orientations.
58th procedural mesh primitive. Builds a wooden waterside
dock from axis-aligned boxes:
• flat plank deck slab spanning length × width at deckT
thickness, sitting at deckHeight off the ground
• N pairs of square pilings under the long edges, evenly
spaced from end to end
• pilings inset by pilingW so the deck overhangs slightly
(the standard "boards rest ON TOP of the posts" look)
Distinct from --gen-mesh-bridge which arches OVER an
obstacle — a dock walks straight out from a shoreline on
stilts to the water. Useful for fishing villages, port
warehouses, lake settlements, ferry stations, smuggler
hideouts.
Watertight under weld (--audit-watertight passes): pilings
sit below the deck overhang and don't share corners with it.
52nd procedural texture: water-surface caustics via four
superimposed sine waves running along x, y, x+y, and x-y.
Each wave is taken in absolute value before multiplication
so peaks shine on either side of the wave centerline,
giving the bright-line interference network you see on a
pool floor or sunlit shallow streambed.
Two-color lerp from bgHex (depth) to hiHex (highlight).
Default 24-pixel period reads at the right scale for water-
plane underlay; pass a smaller period for tighter ripple.
Useful as the floor texture under transparent water
volumes, magic-fountain pools, fish-tank ground plates,
ritual scrying basins, and any "submerged surface seen
through clear water" effect.
Walk every .wom under <zoneDir|projectDir>, run the welded
watertight check from cli_weld + the same edge-analysis as
--info-mesh-stats, and report PASS/FAIL with the per-mesh
failure detail (boundary / non-manifold edge counts).
Exit code is the number of failures (capped at 255), so
CI pipelines can gate on `--audit-watertight $project` and
fail the build if any mesh isn't a closed solid.
Smoke-tested over 61 procedurally-generated WOMs:
• 49 PASS — most stand-alone primitives are watertight
• tent_fixed FAIL with 5 boundary edges = the intentional
door cutout (correct surface count)
• woodpile / bed / well variants FAIL with non-manifold
edges = adjacent stacked cylinders/legs sharing corners
(correct geometry callout)
Defaults to weld eps 1e-4 — a good balance for procedural
output where positions are exact rationals at typical scales.
57th procedural mesh primitive. Builds a layered haystack:
N stacked frustums, each smaller than the one below, with
the topmost layer tapering to an apex point. The visible
shelves where each layer overhangs the smaller one above
read as bound straw shocks rather than the smooth
silhouette --gen-mesh-pyramid produces.
Per layer: vertical side wall ring (no taper within a
single layer) plus a top "shelf" annulus where it meets
the next layer up. Final layer is a cone fan to a single
apex vertex. Closed bottom disc keeps the model a solid
for collision baking — verified watertight under weld.
Useful for farms, granaries, stables, harvest-festival
clearings, druid groves with bound bundles. Default 3
layers at 12 sides reads cleanly at typical NPC scale.
51st procedural texture: two interleaved sinusoidal strands
running along the Y axis. Each strand's X position oscillates
as W/4·sin(2π·y/period); the second strand is phase-shifted
by π so the two snake around each other forming the classic
helical twist of a tightened rope.
Within each strand, brightness rises from 0.55 at the edge
to 1.0 at the centerline (cos² falloff) — gives the rounded
3D appearance of cylindrical fibers without a separate
shadow pass.
Useful for hanging ropes, ship rigging, tied-bundle textures,
suspension bridges, market-stall awning ties, and any
"twisted cord" surface where a flat color would read as
ribbon rather than rope.
Default 24-pixel period with 8-pixel strands renders cleanly
at 256x256 with about 10 visible twists.
Convert any WOM mesh into a WOC collision file via
WoweeCollisionBuilder::addMesh, with optional --weld <eps>
that merges shared positions into a single canonical index
before baking. The weld pass is what makes per-face-shaded
procedural primitives produce a properly indexed collision
mesh — adjacent faces that previously authored 4 unique
verts per face now share 1 corner across all incident
faces, so raycasts can traverse edges naturally.
Also accepts --steep <deg> to control the walkable/steep
classification threshold (default 50° from horizontal,
matching the terrain pipeline).
Smoke-tested end-to-end:
• firepit: 240 verts → WOC with 120 tris (20 walkable
floor, 20 steep stone walls, rest neutral)
• tent_solid: 18 verts welds to 6, produces 8-tri WOC
• canopy: 216 → 56 weld, 108 tris, 30° steep cut
Pairs naturally with --info-mesh-stats --weld for
collision-quality QA before baking.
56th procedural mesh primitive. Builds a rectangular awning
on 4 corner posts with a flat overhead panel and optional
drape lips hanging down from each edge:
• 4 corner posts inset by postR so their outer faces line
up flush with the panel edges above
• flat panel slab spanning the full footprint, sitting on
top of the posts
• optional drape lips on all four panel edges (set drape=0
for a clean flat-top canopy with no hanging fabric)
All axis-aligned boxes; the no-drape variant is fully
watertight (verified via --info-mesh-stats --weld). Useful
for market-square stalls, vendor stations, alchemist booths,
caravan rest stops, and tournament viewing platforms.
Add --info-wob-stats reporting per-group + aggregate
triangle counts, surface area, edge analysis, and watertight
check for WOB buildings. Same flag surface as --info-mesh-stats
including --weld <eps> for true topological closure check
on per-face-vertex meshes.
Also fixes a correctness bug in the weld implementation
of --info-mesh-stats: the previous code used a 64-bit hash
of the quantized position as the equality key, which gave
false-positive collisions that incorrectly merged distinct
vertices. A unit cube's 8 corners collapsed to 2 positions
under the buggy hash. Replace with std::map keyed on the
actual quantized (qx, qy, qz) tuple so equality is exact.
Re-verified: cube 8→8 watertight YES; firepit 240→80
watertight YES (was wrongly reporting 56 unique with 48
non-manifold edges); tent_solid 18→6 watertight YES;
tent_fixed 21→9 with 5 boundary edges at the door perimeter
(correct — door is intentionally open).
50th procedural texture: smooth cosine ridges that lerp
between bgHex (trough) and hiHex (crest) over a configurable
period. Direction defaults to vertical ridges (wave varies
along X) — the standard corrugated-sheet-metal-roof look —
with optional horizontal mode for siding panels and pipe
texturing.
Useful for sheet-metal roofing, corrugated-iron walls,
sci-fi paneling, and any "ridged plate" surface where the
existing flat --gen-texture-metal would read as too uniform.
Default 16px period at 256x256 reads cleanly with about 16
ridges across the tile.
55th procedural mesh primitive. Builds the classic 3-2-1
firewood pyramid:
• 3 cylindrical logs along the bottom row, sitting on
the ground at radii apart
• 2 logs nestled in the gaps of the bottom row
• 1 log crowning the pile
Vertical step uses cos(30°) = sqrt(3)/2 so adjacent logs
touch tangentially, giving the close-packed look of a real
chopped-wood stack. Logs lie horizontally along the Z axis
with closed end caps; sides parameter controls cross-
section smoothness (default 12, range 6..64).
Pairs naturally with --gen-mesh-firepit and --gen-mesh-tent
for outdoor camp / homestead / lumberyard set dressing.
49th procedural texture: horizontal plank-floor pattern.
Each plank gets:
• a hash-derived per-plank brightness offset (-24..+24)
so adjacent boards read as separate pieces of wood
rather than one long stripe
• a 1px horizontal seam at its bottom edge
• a 1px vertical end-seam at a hash-jittered x position,
staggering plank ends across rows
• optional darker grain streaks at evenly-spaced columns
(jittered per plank so the pattern doesn't grid-align)
Useful for inn/tavern floors, ship deck planking, bridge
surfaces, market-stall counters, and any wood-floor surface
where the existing single-grain --gen-texture-wood would
read as one giant board.
Default 16px plank height with 5 grain streaks gives a
recognizable floor at 256x256 without aliasing.
Reports total surface area, per-triangle area histogram
(min/max/mean/median), edge analysis (boundary / manifold /
non-manifold counts), watertight check, and degenerate
triangle count for a single WOM.
Watertightness here is the topological notion: every edge
must be shared by exactly 2 triangles via shared vertex
indices. This is what collision bakes and physics queries
actually need — visually-closed primitives whose adjacent
faces don't weld vertices will (correctly) report as
non-watertight.
Already caught a real defect in handleTent's door-fan
triangulation: the fan covers the door cutout area with
a stray triangle and leaves a vertex unreferenced.
Edge analysis is gated by triCount <= 2M to keep the
unordered_map bounded for huge baked terrain meshes.
54th procedural mesh primitive. Builds a recognizable
campfire setup from axis-aligned boxes only:
• ring of N stone cubes evenly placed at radius ringR
around the firepit center, sitting on the ground
• two crossed log boxes at the center (one along X,
one along Z, slightly raised) — the unmistakable
visual cue separating a firepit from a generic
decorative stone ring
Pairs naturally with --gen-mesh-tent for outdoor camp
set dressing (Horde encampments, Defias hideouts, scout
overlooks). Default 0.5-radius ring with 8 stones reads
cleanly at 1:1 player scale.
48th procedural texture: brick-offset ring outlines. Even
and odd rows are shifted by half a cell width so each ring
interlocks visually with its neighbors above and below —
the classic chainmail-armor pattern. Each pixel is tested
against the nearest ring center; if its distance lies
inside [ringR - strokeW/2, ringR + strokeW/2] it's
painted as the ring color, otherwise background.
Useful for armor textures (mail tunics, helms, gauntlets),
metallic fabric set dressing on guard NPCs, and dungeon
gate/grate textures. Default ring radius 5 on a 14x10
brick spacing reads cleanly at 256x256 without aliasing.
53rd procedural mesh primitive. Builds a watertight A-frame
tent:
• two sloped roof panels meeting at a ridge that runs along
the X axis
• two triangular gables sealing the ends
• optional inverted-V door notch carved out of the +X gable
(parameterized by doorH and doorW; either set to 0 disables
the cutout for a solid gable)
• bottom face for collision-bake watertightness
Useful set dressing for Horde encampments, troll camps,
Defias bandit hideouts, scout/quartermaster overlooks, and
generic outdoor quest hubs.
Default footprint 1.6 x 1.0 with 0.9 ridge height and a
0.5 x 0.4 door notch — all dimensions overridable on the CLI.
47th procedural texture: knit fabric V-stitch — each stitch
occupies a cellW x cellH cell holding the V-shape made by
two diagonal strokes meeting at the apex (cellW/2, 0) and
dropping to the cell's bottom corners. Cells tile contiguously
in both axes giving the iconic chevron-zigzag appearance of
knitted fabric stitches.
Useful for sweater fabric, woolly NPC clothing, blanket
textures, mitten/scarf set dressing, dwarven knitwork.
Defaults to 16x12 cells with 2-px stroke width.
58th procedural mesh: 5-box double archway — 3 vertical posts
(left / shared center / right) plus 2 horizontal lintels each
spanning one opening. Pairs with the existing single
--gen-mesh-archway for plaza approaches, double-door tomb
fronts, formal garden entrances, paired temple entries.
Defaults to 1.40m × 2 openings with 2.40m opening height
(~3.16m total width × 2.60m height including lintels).
46th procedural texture: zebra-print stripes — base
horizontal stripes with a sinusoidal y-shift in x so they
undulate organically rather than aligning to the row grid.
Two-color (bg + stripe) for the iconic black-on-white animal-
print effect. Each pixel computes y + amplitude*sin(2π*x/wavelength)
then mods by the stripe period.
Useful for animal-print fabric, savanna grass mats, tribal
clothing, fur tiles. Defaults to 24-px period with 8-px
amplitude on an 80-px wavelength wave.
57th procedural mesh: 7-box brazier — square base plate,
narrow vertical stem, wider bowl on top of the stem, and 3
flame boxes of varying heights rising from the bowl. The
flame layout is a triangle (tallest center, two shorter on
either side) so the silhouette reads as fire rather than a
uniform block.
Useful for dungeons, temples, watchtowers, throne rooms,
goblin camps — anywhere a fantasy world needs visible light
sources. Defaults to 0.55m bowl on a 0.80m stem (~1.28m
total height).
45th procedural texture: leopard print spots done as the
union of 4 small overlapping sub-circles per spot. The
sub-circle offsets are jittered per-spot so each spot has
an irregular non-circular silhouette without authoring per-
spot polygons. Two-color (bg + spot) for the classic
leopard look.
Useful for animal-print fabric, fur tiles, druidic robes,
shamanic hide drums, hunter armor textures. Defaults to 60
spots of ~8-px radius across 256×256.
56th procedural mesh: stepped pyramid speaker stand —
configurable number of steps (2..8) tapering from base to top
with equal step heights for visual rhythm, plus a small
lectern box positioned at the back of the top platform so a
speaker has room in front. Top platform is half the base
footprint, with each step shrinking by an equal increment.
Useful for throne rooms, ceremonial dais, NPC speaker
positions, monument bases, judgment platforms. Defaults to
1.60m base × 3 steps with a 0.30m lectern (~0.96m total).
44th procedural texture: scattered angular runes drawn as
3-5 random stroke segments per glyph. Each stroke uses one
of 8 cardinal/diagonal angles (0/45/90/135/...°) so the
strokes read as deliberate runic carvings rather than random
scribbles. Layout is a sparse grid with per-slot jitter and
~5% empty slots so the result looks hand-carved rather than
mechanical.
Useful for ancient ruins, magical zones, dwarven walls,
necromancer altars, druidic shrines. Defaults to a 64-px
grid spacing yielding ~15 runes in a 256×256 image.
55th procedural mesh: 6-box garden sundial — square base
plate at floor, central vertical gnomon slab spanning the
diameter (long axis along Z, the blade that casts a shadow),
and 4 small hour-marker nubs at the cardinal points (N/S/E/W)
around the rim.
Useful for monastery courtyards, mage tower observatories,
druidic stone circles, manor gardens — anywhere a fantasy
world wants visible time-keeping. Defaults to 0.80m square
base with 0.35m gnomon (~0.41m total height).
54th procedural mesh: 5-box cruciform farm pest deterrent —
vertical body post, horizontal cross arm, head box on top of
the body, brimmed hat box that's wider than the head, and a
narrower-but-taller crown box on top of the hat brim. The
cross silhouette + brimmed-hat read as a scarecrow without
needing rotated geometry.
Useful for crop fields, abandoned villages, harvest set
dressing, ritual circles, fields after a battle. Defaults
to 1.80m body × 1.40m arm span (~2.18m total height).
53rd procedural mesh: 6-box rooftop wind indicator — base
plate, tall vertical post, perpendicular N-S and E-W cross
arms (cardinal direction markers), a long horizontal arrow
on top of the cross, and a small tail box at the back end of
the arrow that visually balances the head and gives the arrow
its directional read.
Useful for farm rooftops, chapel spires, town halls,
lighthouse caps, manor turrets — anywhere a fantasy world
wants visible wind direction. Defaults to a 1.50m post with
0.40m cross arms and a 0.55m-half-length arrow (~1.67m total).
52nd procedural mesh: woven straw beehive (skep) — 4 stacked
tiers of decreasing width approximating a dome (100% / 90% /
70% / 40% of base width), an optional foundation plate
underneath, and a small entrance notch box on the +Z face
that reads as a cutout rather than texture detail.
Useful for druidic groves, beekeeper farms, hunter camps,
peasant cottages — anywhere a fantasy world wants honey
production. Defaults to 0.70m base × 0.85m tall with a
small 0.05m foundation plate.
43rd procedural texture: organic crack network done via
recursive random walks from N seed nuclei. Each seed spawns
a crack that walks in a random direction for some length,
then with 60% chance branches into one or two more cracks
of half-remaining length. Most cracks die out after a step
or two, a few branch into longer networks — the bias matches
real-world fissure formation.
Useful for cracked mud, dry earth, broken glass, weathered
stone, dragon skin overlays, ice-shard effects. Defaults
to 12 seeds at 40-px max length. Iterative DFS instead of
true recursion so deep branching chains never blow the
stack.
51st procedural mesh: 5-box wooden gate — 2 vertical posts on
either side and 3 horizontal cross rails (top, middle, bottom)
spanning the opening. The gate sits flat in the X-Y plane
(rails along X, posts along Y) so it can hang in a wall slot
or fence gap without needing rotation.
Useful for fenced fields, manor entrances, pen openings,
courtyard barriers, dungeon archway closures. Defaults to a
1.80m opening with 1.30m-tall posts. Pairs with
--gen-mesh-fence for complete enclosures, exporting through
the open-format ecosystem (WOM -> OBJ / GLB / STL) so designers
can preview the gate-to-fence joinery in any external tool.
Milestone: 50th procedural mesh primitive. 7-box witch's
cauldron — 4 small corner legs at the floor, then three
stacked tiers approximating the curved silhouette of a
cast-iron pot: narrow bottom (60% of rim width), wider mid
(90%), and a still-wider thin rim at the top (100%).
Without rotated faces this stacked-tier approximation is
the cleanest cast-iron-pot read available.
Pairs with --gen-mesh-shrine / --gen-mesh-totem for ritual
and alchemy set dressing — witch huts, druid camps, dungeon
laboratories. Defaults to 0.80 rim width × 0.70 body height
(0.80m total with legs).
42nd procedural texture: hexagonal cell tiling produced by
Voronoi over a triangular seed lattice — alternating-row hex
seeds at horizontal step sqrt(3)*s and vertical step 1.5*s
naturally produce perfect hexagonal Voronoi cells without
needing the full pointy-top hex-tile math.
Border pixels are detected by ratio of second-nearest /
nearest seed distances (1.04x threshold) so border thickness
scales naturally with hex size and stays a couple of pixels
across the whole image. Useful for beehives, dragon scales,
sci-fi panels, magical wards, mosaic tile floors. Defaults
to 16-px hex side.
49th procedural mesh: 5-box backless stool — flat square seat
on 4 short legs at the corners. Smaller-footprint counterpart
to --gen-mesh-bench, pairs with --gen-mesh-table for taverns,
workshops, NPC market stalls, dwarven taprooms.
Defaults to 0.36m square seat at 0.49m total height — typical
3-legged-bar-stool proportions. Customizable per dimension so
the same primitive covers child stools, milking stools, and
tall workshop stools.
41st procedural texture: garden trellis / mesh fence done as
two perpendicular sets of diagonal lines (+45° and -45°)
drawn simultaneously across the whole image so they form
diamond-shaped openings between the lines.
Distinct from --gen-texture-herringbone (which alternates
strip orientation): lattice draws both diagonal sets at every
pixel. Useful for trellises, wire mesh fences, dragon-scale
chain mail, decorative window grilles. Defaults to 24-px line
spacing with 3-px line width.
48th procedural mesh: 5-box wooden shipping crate — main
cube body plus 4 reinforcement posts running along the
vertical edges. The posts extend slightly proud of the body
on each axis so they read as separate rails rather than
texture detail, and don't z-fight the body's faces from any
viewing angle.
Useful for dock yards, warehouse interiors, dungeon room
set dressing, NPC merchant shops. Defaults to a 0.80m cube
with 0.05m post half-thickness.
40th procedural texture: classic gingham picnic-blanket /
shirt fabric — two perpendicular sets of stripes with a
darker color where they cross. The crossing creates the
characteristic 3-tone checker pattern that's distinct from
plain --gen-texture-checker (solid blocks).
Useful for picnic blankets, country tablecloths, NPC shirt
textures, fabric set dressing. Defaults to 16-px stripe
spacing with 8-px stripe width (50% coverage per axis).
47th procedural mesh: 3-box vertical headstone — wide low
base plinth, tall thin main slab on top, and a slightly-
wider decorative crown that acts as a flat-cap stand-in for
the arched-top headstone shape (which would need rotated
faces). Pairs with --gen-mesh-grave (horizontal mound) and
--gen-mesh-coffin for graveyards, dungeon crypts, haunted-
zone set dressing.
Vertical layout: 15% base, 75% slab, 10% crown. Defaults to
0.60 wide x 1.10 tall x 0.18 deep with the base 1.45x wider
than the slab on each footprint axis.