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morphus.myles4miles.chatgpt.site

morphus.myles4miles.chatgpt.site

live Unverified (seed import) Developer Tools 154 tools imperative implementation

Morphus is an AI-native workspace for designing worlds and generating playable game experiences.

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 23 · Act 124 · Transact 7 · Score: Not yet scored

Tool inspector

generate_city_massing

act imperative

Fills the street grid's blocks with building volumes. Divides each block into lots with street frontage, then extrudes each lot to a height, so buildings stand shoulder to shoulder along the street with a shared interior behind. This is the stage that decides a city's silhouette -- skyline, street wall, where the towers cluster -- and it renders as flat coloured boxes rather than finished facades. Requires a street network; run generate_street_grid first.

Input schema

PropertyTypeRequiredDescription
lotWidth number no Target street frontage per building in meters. Defaults to 18. Smaller reads as townhouses, larger as apartment blocks.
lotDepth number no How far back from the street a building reaches, in meters. Defaults to 24. Clamped so two rows on a shallow block cannot overlap.
minStoreys number no Fewest storeys for a building at the edge of the city. Defaults to 2.
maxStoreys number no Most storeys for a building at the centre. Defaults to 12.
storeyHeight number no Floor-to-floor height in meters. Defaults to 3.4.
centerX number no Where the tall buildings cluster, x in world meters. Defaults to 0.
centerZ number no Where the tall buildings cluster, z in world meters. Defaults to 0.
falloffRadius number no How far from the centre height falls off, in meters. Defaults to 400. Large values make the city uniformly tall.
setback number no Extra gap between the footway and the building line, in meters. 0 (default) is a dense downtown; larger values suburbanise it.
seed number no Seed for lot widths and heights. The same seed rebuilds the same city.
Raw JSON schema
{
  "type": "object",
  "properties": {
    "lotWidth": {
      "type": "number",
      "description": "Target street frontage per building in meters. Defaults to 18. Smaller reads as townhouses, larger as apartment blocks."
    },
    "lotDepth": {
      "type": "number",
      "description": "How far back from the street a building reaches, in meters. Defaults to 24. Clamped so two rows on a shallow block cannot overlap."
    },
    "minStoreys": {
      "type": "number",
      "description": "Fewest storeys for a building at the edge of the city. Defaults to 2."
    },
    "maxStoreys": {
      "type": "number",
      "description": "Most storeys for a building at the centre. Defaults to 12."
    },
    "storeyHeight": {
      "type": "number",
      "description": "Floor-to-floor height in meters. Defaults to 3.4."
    },
    "centerX": {
      "type": "number",
      "description": "Where the tall buildings cluster, x in world meters. Defaults to 0."
    },
    "centerZ": {
      "type": "number",
      "description": "Where the tall buildings cluster, z in world meters. Defaults to 0."
    },
    "falloffRadius": {
      "type": "number",
      "description": "How far from the centre height falls off, in meters. Defaults to 400. Large values make the city uniformly tall."
    },
    "setback": {
      "type": "number",
      "description": "Extra gap between the footway and the building line, in meters. 0 (default) is a dense downtown; larger values suburbanise it."
    },
    "seed": {
      "type": "number",
      "description": "Seed for lot widths and heights. The same seed rebuilds the same city."
    }
  }
}

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