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PojavLauncher

PojavLauncher logo

Android CI GitHub commit activity Crowdin Discord Twitter Follow

  • From Boardwalk's ashes here comes PojavLauncher!

  • PojavLauncher is a launcher that allows you to play Minecraft: Java Edition on your Android device!

  • It can run almost every version of Minecraft, allowing you to use .jar only installers to install modloaders such as Forge and Fabric, mods like OptiFine and LabyMod, as well as hack clients like Wurst, and much more!

  • For more details check out our wiki

Some notes to start with

  • We do not have an official TikTok account. No one from the dev team makes TikTok videos.
  • The official Twitter for PojavLauncher is @PLaunchTeam. Any others (most notably @PojavLauncher) are fake, please report them to Twitter's moderation team.

Navigation

Introduction

  • PojavLauncher is a Minecraft: Java Edition launcher for Android and iOS based on Boardwalk.
  • This launcher can launch almost all available Minecraft versions ranging from rd-132211 to 1.19 snapshots (including Combat Test versions).
  • Modding via Forge and Fabric are also supported.
  • This repository contains source code for Android.
  • For iOS/iPadOS, check out PojavLauncher_iOS.

Getting PojavLauncher

You can get PojavLauncher via three methods:

  1. You can get the prebuilt app from stable releases or automatic builds.

  2. You can get it from Google Play by clicking on this badge: Google Play

  3. You can build from source.

Building

If you want to build from source code, follow the steps below.

Java Runtime Environment (JRE)

  • JRE for Android is here, and the build script is here.
  • Follow build instruction on build script README.md.
  • You can also get CI auto builds if you are lazy or are failing to build it for some reason.
  • Either get the jre8-pojav artifact from auto builds, or split all artifacts by yourself:
    • Get JREs for all of 4 supported architectures (arm, arm64, x86, x86_64)
      • Split JRE into parts:
        Platform-independent: .jar files, libraries, configs, etc...
        Platform-dependent: .so files, etc...
        • Create:
          A file named universal.tar.xz with all platform-independent files
          4 files named bin-<arch>.tar.xz with all platform-dependent files per-architecture
        • Put these in the assets/components/jre/ folder
        • (If needed) update the Version file with the current date

LWJGL

The build instructions for the custom LWJGL are available over the LWJGL repository

The Launcher

  • Because languages are auto-added by Crowdin, you need to run the language list generator before building. In the project directory, run:
  • On Linux, Mac OS:
chmod +x scripts/languagelist_updater.sh
bash scripts/languagelist_updater.sh
  • On Windows:
scripts\languagelist_updater.bat

Then, run these commands or build using Android Studio.

  • Build GLFW stub:
./gradlew :jre_lwjgl3glfw:build
  • Build the launcher
./gradlew :app_pojavlauncher:assembleDebug

(Replace gradlew with gradlew.bat if you are building on Windows).

Current status

  • OpenJDK 9 Mobile port: ARM32, ARM64, x86, x86_64. Replaced by JRE8.
  • OpenJDK 8 Mobile port: ARM32, ARM64, x86, x86_64
  • OpenJDK 17 Mobile port: ARM32, ARM64, x86, x86_64
  • Headless mod installer
  • Mod installer with GUI. Used Caciocavallo project for AWT without X11.
  • OpenGL in OpenJDK environment
  • OpenAL (works on most devices)
  • Support for Minecraft 1.12.2 and below. Used lwjglx, a LWJGL2 compatibility layer for LWJGL3.
  • Support for Minecraft 1.13 and above. Used GLFW stub.
  • Support for Minecraft 1.17 (22w13a to be exact) and above. Used Holy GL4ES
  • Game surface zooming.
  • New input pipe rewritten to native code to boost performance.
  • Rewritten entire controls system (thanks to @Mathias-Boulay)
  • More to come!

Known Issues

  • Controller mods aren't working.
  • Random crashes could happen very often on Android 5.x when loading the game or joining a world.
  • With big modpacks textures could be messed up
  • Probably more, that's why we have a bug tracker ;)

License

Contributing

Contributions are welcome! We welcome any type of contribution, not only code. For example, you can help the wiki shape up. You can help the translation too!

Any code change to this repository (or iOS) should be submitted as a pull request. The description should explain what the code does and give steps to execute it.

Credits & Third party components and their licenses (if available)