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Returns some information about the provided origin coordinates in JSON format. Note that the heights returned here are only ground heights and don't include any trees or buildings that might extend above ground.


Origin coordinates in the D96/TM coordinate system.


The request for origin information around Castle Hill


returns the following JSON info:

    "tmx" : 462000,
    "tmy" : 101000,
    "tmz" : 298.18,
    "zmax" : 368.03,
    "zmin" : 285.81,
    "zrange" : 82.21999999999997
  • tmx, tmy are the same coordinates as in the parameters echoed back.

  • tmz is the above sea level ground height retrieved from the DMR (Digital Model Relief) data or -1 if height data was unavailable at the provided location.

  • zmin, zmax, zrange are the minimum height, maximum height and the range between them found in the approximate 1km neighborhood around the provided point. You can use this to estimate the necessary chunk height in the next steps.


Generates a chunk of the world based on the provided parameters and returns it in binary format.


Output binary format, you should use raw as it is the most straightforward. Defaults to amf for compatibility reasons. See below for details.


Origin coordinates in the D96/TM real world coordinate system. The origin is where the block at 0, 0, 0 in world block coordinates is placed in the real world. tmx and tmy define a horizontal plane with tmz being the vertical offset. Note that this is in contrast with block coordinates, where x and z define a horizontal plane with y being the vertical coordinate.

For example, setting tmx to 462000 and tmy to 101000 positions the block origin near the Ljubljana Castle. Using 290 for tmz the origin is placed underground a bit below the base of Castle Hill.


Size of the chunk in multiples of one block. Each block is a cube with a side of 1m. sx and sz define the horizontal extent and sy defines the height of the chunk. A chunk usually forms a vertical cuboid or rectangular prism, where sy is a lot bigger than sx and sz.

It's best to use the same values for sx and sz. Due to implementation reasons, sx and sz must be a power of two, e.g. 16, 32, 64, etc.

For example, providing sx=16&sy=128&sz=16 will return a chunk of a square 16m×16m piece of land, extending upwards for 128 meters.


Location of the chunk in world block coordinates. You can use these parameters in a tile-based system by providing multiples of sx, sy, sz. Note that sx and sz define the horizontal plane and sy defines the vertical offset.

For example, providing x=64&y=0&z=32 will return a chunk that has its bottom south-west block positioned at 64, 0, 32 in block coordinates. Querying with the same parameters except for location being x=48&y=0&z=32, x=80&y=0&z=32, x=64&y=0&z=16 or x=64&y=0&z=48 and with a horizontal chunk size of 16m×16m will return the neighboring chunks so that combined they form a system of tiles. This is useful for dynamic loading and unloading of parts of the world.


Chunk cropping in chunk-local coordinates. cax, cay, caz define the lower boundary of the crop, cbx, cby, cbz define the upper boundary. All of the coordinates are clamped to a minimum of 0 and a maximum of sx, sy, sz. If the upper boundary is lower than the lower boundary, it is clamped to the lower boundary.

Only supported with the raw output format for now.

For example, providing cax=16&cbx=32 will return a cropped version of the original box on the x axis extending from 16 to 32.


Defaults to false. If true, the server doesn't return the box in binary format, but rather outputs HTML information about the chunk suitable for viewing in a browser, including all the provided parameters and an exploded view of all the chunk layers.


Defaults to false. If true, the server transforms the point height right after loading it using the following integrated function.

if (z <= threshold) {
    z *= scaleBelow;
} else {
    z = (z - threshold) * scaleAbove;

z is the height of the point above sea level, threshold is the inflection point of the height scaling and scaleBelow and scaleAbove are the scalars of the two different regions. These parameters are configurable via the --transform-threshold, --transform-scale-below and --transform-scale-above command line switches and are global across all requests that use transform=true. The default values scale all points in the interval [0, 500] to [0, 200] and (500, 2864] to (200, 256].



Outputs the debug HTML view of a 128m high chunk of Castle Hill with a land footprint of 16m×16m near Ljubljana Castle. Omit debug=true to download the raw binary output.

Output Formats


The binary format consists of series of 32-bit signed and unsigned integers in big endian byte order.

0 ................ 31 bits
[ chunk X           ] signed
[ chunk Y           ] signed
[ chunk Z           ] signed
[ max height        ] signed
[ blocks length     ] unsigned
[ blocks[0]         ] unsigned
[ blocks[1]         ] unsigned
[ blocks[2]         ] unsigned
[ blocks[length-1]  ] unsigned
[ columns length    ] unsigned
[ columns[0]        ] unsigned
[ columns[1]        ] unsigned
[ columns[2]        ] unsigned
[ columns[length-1] ] unsigned
  • chunk X, chunk Y, chunk Z are the computed chunk coordinates of the provided parameters. For example, if you provide x=64&y=0&z=32&sx=16&sy=128&sz=16 as the parameters, the returned coordinates are going to be 4, 0, 2.

  • max height is the maximum height that the non-air blocks reach in the chunk in meters. This will report the height of the top edge of the highest non-air block in the chunk.

    Note: A special value of -2 signifies that this chunk is empty (i.e. full of air) and that you should not expect the blocks array to hold any blocks.

  • blocks length is an unsigned integer defining how many blocks are to come after this field. This should equal either sx*sy*sz or zero.

  • blocks is an array of blocks length unsigned integers representing all of the individual blocks in the chunk.

    Currently the byte format of the block is as follows:

    unsigned integer with 4 bytes
    [ 00 00 0D BB ]
    B - Minecraft Block ID [0, 255]
    D - Minecraft Block Data [0, F]
    0 - Always zero

    The index of a block is computed as follows: bx + bz*sx + by*sx*sz, where bx, by and bz are the coordinates of the block and sx and sz is the horizontal size of the chunk.

  • columns length is an unsigned integer defining how many columns are to come after this field. This should equal sx*sz.

  • columns is an array of columns length unsigned integers representing columns in the chunk. The number for each column defines the height or by value of the highest non-air block in the column.

    The index of a column is computed as follows: bx + bz*sx, where bx and bz are the horizontal coordinates and sx is the size of the chunk along the X axis.


The binary format is a mix of integers and AMF3 (ActionScript Message Format v3) encoded arrays.

For this format you also need to provide a worldHash parameter with an integer ID that the server then echoes back in the contents.

Additionally, the contents of the chunk are vertically squeezed together into just the required height for this format, which is what the required Y offset and required Y size values report.

[ world hash        ] unsigned 32-bit int
[ required Y offset ] signed 32-bit int
[ required Y size   ] signed 32-bit int
[ chunk X           ] signed 32-bit int
[ chunk Y           ] signed 32-bit int
[ chunk Z           ] signed 32-bit int
[ blocks            ] AMF3 encoded Vector.<uint>
[ columns           ] AMF3 encoded Vector.<uint>
[ max height        ] signed 32-bit int
  • chunk X, chunk Y, chunk Z, max height are the same as in the raw format above.

  • required Y offset is the Y coordinate (height) from where the actual contents of the blocks Vector begin. Everything below that is assumed to be underground or underwater.

  • required Y size is the height of the stored blocks, everything above the offset + size is assumed to be air and is not stored.

  • blocks and columns are AMF3-encoded Vectors of unsigned integers. See the AMF3 specification for Vector storage or decode with an appropriate decoder.


Slovenian LIDAR to voxel chunk conversion and caching server.



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