How Generation Works

beginner concepts

Voxel Pyramid · Quick Start

Voxel 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.

World height: because the pyramid buries far below the surface, keep the world / terrain minimum height at or below the pyramid base. Otherwise the lower walls sit in empty chunks that render as see-through to the sky. The demo setup handles this; if you place the pyramid in your own world, lower the terrain minimum height accordingly.

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.

Was this page helpful?