Overview
Voxy World Gen V2 provides deep integration with Tellus, a 1:1 scale Earth world generator for Minecraft. This integration enables extremely fast LOD generation for Earth terrain by directly sampling elevation and land cover data.What is Tellus?
Tellus is a world generator that recreates the entire Earth at 1:1 scale in Minecraft, using real-world elevation data, land cover classifications, and geographic features. The integration allows Voxy World Gen V2 to generate distant terrain chunks much faster than standard world generation.Automatic Detection
The system automatically detects Tellus worlds at runtime:When a Tellus world is detected, Voxy World Gen V2 automatically switches to the fast generation path. No configuration required.
Integration Architecture
The Tellus integration consists of four main components:TellusIntegration
Main coordinator that manages worker threads and chunk building
TellusSampler
Reflective access to Tellus elevation, cover, and water data
VoxyIngester
Direct voxel data injection into Voxy’s rendering system
TellusWorldFeatures
Procedural generation of vegetation and decorations
Fast Generation Path
Why It’s Fast
Traditional Minecraft world generation is slow because it:- Runs multiple noise samplers
- Places features one by one
- Performs complex biome blending
- Executes expensive decoration passes
- Direct elevation sampling from Tellus heightmaps
- Batch biome resolution using pre-computed climate data
- Direct voxel injection into Voxy without intermediate chunk objects
- Simplified feature placement with procedural algorithms
Minimum Generation Radius
Tellus worlds require a minimum generation radius of 128 chunks:- Earth-scale worlds benefit most from distant LODs
- Smaller radii don’t provide meaningful value
- Ensures worker thread pool operates efficiently
- Matches typical Voxy render distances
Sampling Workflow
Step 1: Prefetch Data
Before generation begins, the system prefetches necessary data:Step 2: Sample Terrain Data
The system samples elevation, cover class, slopes, and water data for the entire 16×16 chunk:Elevation Sampling
Elevation Sampling
Heights are sampled from Tellus elevation source with proper scaling:
Cover Classification
Cover Classification
Land cover classes follow ESA CCI standards:
10: Tree cover80: Water bodies95: Mangrove70: Snow/Ice0: No data (ocean)
Slope Calculation
Slope Calculation
Slopes are computed using 4-neighbor sampling:
Step 3: Build Voxel Data
The sampled data is converted to voxel format and injected directly into Voxy:Surface Block Palettes
The integration applies biome-specific surface materials:Steep slopes (slope ≥ 3) are rendered as stone regardless of biome, simulating rocky cliffs.
Procedural Features
The integration generates vegetation and decorations procedurally:Tree Generation
Trees are placed based on ESA cover class:- Taiga/Grove/Snowy biomes: Spruce trees with conical canopy
- Jungle biomes: Large jungle trees with multiple branch layers
- Birch Forest: Tall birch trees with narrow ellipsoid canopy
- Dark Forest: 2×2 dark oak trees with broad canopy
- Default: Oak trees with spherical canopy
Vegetation
Grass and tall grass are placed on suitable terrain:Underwater Vegetation
Seagrass generates in water bodies:Water Handling
The integration implements sophisticated water surface modeling:Shoreline Smoothing
Water depths are adjusted near shores to create natural transitions:Ocean Depth
Open ocean areas are deepened for realistic appearance:Thread Pool Architecture
Tellus generation uses a dedicated worker pool:Thread Count
Thread Count
Uses half of available CPU cores to avoid overloading the system while maintaining high throughput.
Queue Size
Queue Size
The 10,000 task queue ensures smooth generation even during rapid player movement.
Rejection Policy
Rejection Policy
CallerRunsPolicy prevents task rejection by executing on the calling thread if the queue is full.Performance Characteristics
Generation Speed
50-100ms per chunk on modern hardwareTraditional generation: 500-2000ms
Memory Usage
~2KB per chunk for intermediate dataTraditional: 50-200KB per chunk
CPU Utilization
Multi-threaded with 50% core allocationScales efficiently to 16+ cores
I/O Impact
Minimal disk access for elevation tilesCached after first access
Configuration
The integration respects all standard Voxy World Gen V2 settings:Troubleshooting
Slow Generation
Slow Generation
Symptoms: Chunks generate slowly despite Tellus integrationPossible causes:
- Elevation data not prefetched (network latency)
- Insufficient worker threads
- CPU thermal throttling
- Ensure stable internet connection for tile downloads
- Increase
maxActiveTasksif you have many CPU cores - Improve system cooling
Missing Terrain Features
Missing Terrain Features
Symptoms: Terrain generates but lacks trees or vegetationCauses:
- Cover class data not available
- Biome sampling issues
- Check Tellus configuration and data packs
- Verify biome source is functioning
- Look for errors in logs
Water Rendering Issues
Water Rendering Issues
Symptoms: Water appears at wrong heights or missingCauses:
- Water resolver not initialized
- Chunk boundary issues
- Ensure Tellus is up to date
- Check for mod conflicts
- Report with chunk coordinates and screenshots
Source Code References
The Tellus integration spans multiple files:-
TellusIntegration.java (330 lines): Main coordinator and chunk builder
- Lines 62-67: World detection
- Lines 69-86: Chunk generation queue
- Lines 113-328: Voxel building and ingestion
-
TellusSampler.java (261 lines): Reflective data access
- Lines 60-118: Initialization and method binding
- Lines 142-211: Terrain data sampling
-
VoxyIngester.java (187 lines): Direct Voxy integration
- Lines 49-92: Voxy API discovery
- Lines 145-153: Voxel ID composition
- Lines 178-185: Section mipmapping and insertion
-
TellusWorldFeatures.java (268 lines): Procedural features
- Lines 21-55: Vegetation placement
- Lines 92-149: Tree generation by biome
- Lines 159-235: Specific tree types
Related Documentation
Voxy Integration
Understand the underlying Voxy ingestion system
Performance Tuning
Optimize for maximum generation speed
LOD System
Learn how LOD chunks differ from regular chunks
Architecture
See how Tellus fits into the overall system