---
title: "Procedural 3D shapes"
package: "@phaser-ae/art-3d"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Crystals, boulders, pillars and spires as generated meshes, plus trees and seeded crystal clusters, to dress a 3D scene with no model files."
url: https://phaser.io/packs/art-3d
site: Phaser - https://phaser.io
---

# Procedural 3D shapes

Crystals, boulders, pillars and spires as generated meshes, and the composites they build into: a tree and a cluster
of crystals. A 3D scene can be dressed before there is a single model file.

## What it does

The four shapes are unit-sized, so their scale really is their size in world units, exactly as for every other mesh.
Each is registered as one mesh the first time it is asked for: twenty crystals in a scene share one mesh and one
instanced draw, and a game that never asks for a spire never builds one. Every face points outward by construction,
so the shapes render correctly from any camera angle.

The composites are ordinary objects rather than baked meshes. `tree` returns its trunk and two canopy cones, so the
game can move them together, recolour the canopy or fell the tree. `crystalCluster` lays a scatter of tilted crystals
round a point, and the same seed always lays the same stones.

## Features

- **Four shapes** — `crystal`, `rock`, `pillar` and `spire`, each spawned with the world's own spec for position,
  scale, colour and rotation, with a default colour of its own.
- **One mesh per shape** — built on first use and shared, so many copies cost one instanced draw.
- **Trees** — `tree` takes a position, a scale and leaf and trunk colours, and returns its three parts.
- **Crystal clusters** — `crystalCluster` takes a position, a count, a colour and a seed, and lays the same scatter
  every time.
- **Vertex builders** — `crystalVerts` and the others are plain exports, for a build step or a test.

## Good for

- **Prototypes and jams** in 3D, where the scene needs landmarks before there are models.
- **Cave and crystal levels**, with clusters that differ by seed from level to level.
- **Ruins and temples**, with columns, obelisks and boulders.
- **Low-poly outdoor scenes**, with seeded forests of simple trees.

## Make it yours

A shape takes the same spawn spec as any world object, so it can be stretched, tinted and turned like any mesh. A
tree's scale and two colours change its look, and a cluster's count, colour and seed change its layout. Two different
uses: a crystal cave lit in blues, where every chamber has its own seeded cluster of a dozen shards and a few grey
boulders; and a ruined courtyard of tall pale pillars and dark spires, ringed by trees with autumn-coloured canopies.

## Works with

- `world-3d` — the 3D world the shapes are spawned into.
- `geometry-3d` — the primitives the tree's trunk and canopy come from, and a mesh builder for shapes of your own.
- `model-files-3d` — loads real models once you have them.
- `forest-3d` — for whole forests of trees placed over terrain.

## Good to know

- Four shapes and two composites: it is scene dressing, not a modelling kit. `geometry-3d` builds primitives and
  carves solids when a shape needs more.
- The tree is built from the world's cylinder and cone, so a game that has not composed `geometry-3d` cannot make one.
- The shapes are flat-shaded and low-poly by design.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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