How Generation Works
beginner conceptsVoxel Pyramid plans the monument as a square-section frustum and carves it per-chunk, burying it into your terrain.
Partial burial
At plan time the generator samples the terrain height over the footprint once and snapshots it as the burial datum, so every chunk agrees on the same base and apex even after voxels are written. The full mass is filled below the surface; only the stepped tip (a 45-degree, climbable step profile) rises above the sand.
Per-chunk carve
As each chunk is created, the generator fills the strata bands that intersect it, carves the interior (descent, galleries, maze, rooms, chambers), cuts the entrance and portico, lines exposed terrain with masonry, fills fluids (lake, lava, river) and places decor. The order matters: fluids and decor are applied after the masonry liner so they are not converted back to stone.
Deterministic per seed
The same seed and settings always produce the same monument and maze. The interior is a pure function of the frustum, recomputed identically for every chunk.
Self-contained demo
The demo world is self-contained: it deep-copies its terrain, biome, voxels and materials into its own resources, so it keeps working even if you delete the other Voxel Play sample worlds.
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