morphus.myles4miles.chatgpt.site
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
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
| Property | Type | Required | Description |
|---|---|---|---|
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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