Giza
 Heptagons

 http://en.wikipedia.org/wiki/Heptagon
 3 box or "cube" objects stretched out to be lines the middle at altitude 0 or ground level left and right at 11 and 22 respectively so when i'm done duplicating i can just ungroup everything and regroup by thingy...
 2nd group of 3 objects is rotated to 51.43° as 360 / 7 = 51.428571 428571... so they'll be a little off hundredths of degrees that's my maximum limit of accuracy...
 again, each new group rotating ...from the left or right or center ...are each at different altitudes 3rd group of 3 objects is rotated to 102.86° as 51.43 x 2 = 102.86
 for the 4th and 5th groups i backtracked from the first at -51.43° and -102.86°
 and notice, it's making little pyramids, already so that would actually be 6 and 7 in the rotation... but i want to do this reflectively and also measure the deviation
 for the 6th and 7th 51.43 x 3 = 154.29 51.43 x 4 = 205.72
 ```check the accuracy of my rounding (360/7) x 1 = 51.428571 428571... (360/7) x 2 = 102.857142 857142... (360/7) x 3 = 154.285714 285714... (360/7) x 4 = 205.714285 714285... (360/7) x 5 = 257.142857 142857... (360/7) x 6 = 308.571428 571428... ```
 so, the one has drifted a digit, already and comparing to rounded for the rest 51.43 x 5 = 257.15 51.43 x 6 = 308.58 and they're both up a digit, too...
 ...and this is... a little confusing... because it's one off in the rotation the first group being rotated to 0° and then i'm shuffling, backtracking but if i did it straight, it'd be boring
 we'll see what the gaps are from 4 on up ...right now they're just over at 55 wide
 and as promised ...the regrouping
 above left: wireframe overhead view of the middle altitude heptagon group same group as shown selected above
 above right: maximum overhead zoom on the far right side crossing intersection of the red selected heptagon group at left
 at this scale, these proportions, an arbitrary 55 units length per side... where these lines cross, their point of intersection, is 61.05 from center
 likewise, a heptagon side is proportionally set to 55 units from center
 and that's center of the scene as the zero coordinates of the virtual world program positions
 which is the same as the disc of the polygons... but for now, the objects, when grouped together will be rationalizing by how much space they span
 and because the lines are overlapping just a touch ...those corners are... sticking out a little further...
 and at different angles, thus affecting what the collective center for the group turns out to be...
 above image: the 2 heptagon groups are each off-center by 2.92 units in opposite directions... ...below image: the above selected group is now ungrouped showing all objects selected, and only their common values
 above left: zoomed back in on the same far right corner intersection as before... same group selected... now ungrouped to collectively resize all of those lengths and i notch them all down 2 units, to 53
 ...and it's very close... ...just a tiny bit off, yet... so, i regroup those objects and the coordinates are now ...aha... right on even numbers
 3 + 117 = 120 very interesting
 ...when the program spits out decimals, it means it's not exact... even if it says 0.00 ...there's some minute discrepancy calculated which comes up when rotating round objects (spheres, cylinders) because the program appreciates those as polygons, primarily... but the above positional coordinate coming out as 3 even exactly well, i guess i must have just guessed the right digits accidentally
 very cool... keep that in mind ...for now, i'm on a mission... the assignment is a specific design... the 7 walls in a heptagonal room are 5 cubits wide and 8 units tall
 and i'm supposing those are ...internal measurements... as in: from corner to corner
 so, what i really want, is... for the internal edges to touch... and then resize the whole group so that value becomes 5... and i guess i can make the walls at whatever width i want... which, will be reduced to whatever ratio that turns out to be so, i'll stick with 1 (which is where i started wth them already) keeping proportional percentages from 53 apparent and ready because of that curious 3 + 117 = 120 ...for 7 sided geometry
 and it works out so nicely and strangely that 52.5 for each side lines up, exactly
 i have definitely accidentally stumbled upon some fundamental aspect of 7 sided polygon geometry
 and that should be easy enough to resize to an even 5 per side...
 in the same manner as i did the sides i'm duplicating corners from cylinders, and here's a little squashed hexagon
 above image, sides and corners all sorted out rendered image shows the centered guide disc and it doesn't matter how thick it is, or texture right image, with guide disc now hidden swoop in angle closeup on a random corner the yellow dot is the top of one of the cylinders for the corner intersections of the original lines
 below image, in the overhead wireframe with the corners resized to 1.14 diameter they seem to fit perfectly, and nice number
 ...right image: just a tiny stripe showing at the joint... also, in this program, when objects are the same size ...instead of merging... the textures tend to overlap...
 so, in both the below images, i've reset the heights of the corner poles to 22.2 so, with the same altitude the topside overlap is 0.1
 and adjusting the corner diameters below left: 1.13 below right: 1.12 ...yellow stripe gets smaller and smaller ...imperceptable in the final rendering but there's some yellow pixelating during the initial rendering process
 which is completely gone at 1.11 even at this new face on angle... even during the initial rendering
 and this is resetting yellow corner poles back to 1.0 diameter which is the same as the width of the sides their center lines being where i originally measured from
 so, rescaling those sides from 52.5 to 5 units long should be easy enough figuring for that 52.5 / 5 = 10.5 52.5 / 10.5 = 5
 ...and i could just use those numbers... but i want to look at the bigger picture the guide disc is currently set at 150 diameter just a nice round number that encompasses all
 anyways, the reason why i bother to lament, there is it seems just exactly like the kinda thingy where something that should be totally obvious somehow ...is about to be missed, cue spooky organ music...
 so, if one of those above sides were 5 and the disc were say 20 or something to get to be what they are now i would have to multiply by 10.5 turning that 5 into the current 52.5 and the disc... 20 x 10.5 ...into 210 which is divisible by 7 so i'll just go with that
 150 / 10.5 = 14.285714 285714... same repeater sequence as in the earlier side rotating... specifically... (360/7) x 3 = 154.285714 285714...
 ...which... is... just... definitively interesting but i'm not a math guy ...so i have... no idea what to do with that and that's yet another witty example of why things like this thingy actually require either one super genius guy who can do everything or something really silly ...known as... a team...
 ...except i'm on a planet where just noticing something like that is technically considered whining
 that's what they all seem to be tellin me, anyways
 ...as promised... witty commentary

 now... i could make separate triangles for the floor and ceiling but that'd be 3 objects each (1 positive, 2 negative to cut-out) and it wouldn't take all day, but it'd be involved and the wireframe would be a little confusing...
 or, i could just cutout some triangular wedges from a single object (each for floor and ceiling) so i'll just duplicate the subgroup for the walls and replace width with new length and vice versa

 above image: i just happened to notice a 11 unit diameter circle just happens to seem to fit perfectly, at 5 unit sides but the discs for the floor and ceiling will have to be larger than the corners and it looks like 12 fits rather nicely (right) bring 11 back, another duplicate (below)
 above it's stained glass below, it's alien pizza
 and here's the wireframe zoom to show how they're overlapping
 the slats cutting out the floor are 11 long (also 0.10 wide and 0.20 tall to cut out floor) so, half that far from the wall they're opposite (which works out to 6.5 each of those notches) not the corner they're currently projecting from i rotated a full group 180° and deleted the rest and if that sounds confusing i'll continue a little further the yellow disc in the middle is 0.5 units in diameter with a thickness of 0.09 to the floor stone's 0.10 so, to do any geometric shape in the middle of the room, here i am going to have to start over but, i think there's going to be furniture here anyways, so... and a lightbulb in the ceiling
 and not like the whole project just with the silly slat dealies rotating on that horizontal axis projecting out from the corners positioned to convert to cylinders
 here, the slats are resized to 10.9 and zoomed in, it looks about perfect
 so, i just filled the floor in with a full black grout disc and brought walls back in
 as previously shown, some corners line up exactly but because 360 doesn't divide by 7 very evenly some other corners are off to a varying degree this is the corner where they're off the most ...and you can see, it's overlapping slightly... again, walls and corners are 0.10 units wide
 here, i've added another cylinder with minumim diameter of 0.01 and reset its height to 8.00 to match that of the walls
 from this same angle the overlap seems to be about 0.01

 Giza
 Heptagons