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Portable LCE
This project is a heavily modified version of the Minecraft Console Legacy Edition codebase, aimed at porting old Minecraft (TU19/1.6.1) to different platforms and refactoring the codebase to improve organization and use modern C++ features.
Status
| app | desktop |
desktop |
desktop |
| ui | java, shiggy1 |
java, shiggy1 |
java |
| fs | std |
std |
std |
| renderer | gl |
gl |
gl |
| sound | miniaudio |
miniaudio |
miniaudio |
| input | sdl2 |
sdl2 |
sdl2 |
| thread | std |
std |
std |
| game | stub |
stub |
stub |
| network | stub |
stub |
stub |
| storage | stub |
stub |
stub |
| profile | stub |
stub |
stub |
| leaderboard | stub |
stub |
stub |
Tip
This table describes the current backend used for each game component on each platform. If a backend is
stub, that means that the game uses a stubbed implementation and the feature is unsupported at the moment. In some cases (e.g. leaderboards and profile) it makes sense to use a stubbed implementation, since we don't have access to console services like Xbox live on desktop operating systems. In other cases, it is used temporarily while work is done to properly implement the feature (such as storage for world/DLC saving and loading).
These platforms are currently work-in-progress:
- Android: Game runs, but the port predates many refactors and therefore can't be easily upstreamed at the moment.
ui-backend=javaonly. - Emscripten: Works except for audio. Predates a major refactor, and requires a rebase.
ui-backend=javaonly.
Join our community:
- Discord: https://discord.gg/SC6WCZezry
Building (Linux)
Prerequisites
System Libraries
Debian/Ubuntu:
sudo apt-get install -y build-essential libsdl2-dev libgl-dev libglu1-mesa-dev libpthread-stubs0-dev
Arch/Manjaro:
sudo pacman -S base-devel pkgconf sdl2-compat mesa glu
Fedora/Red Hat/Nobara:
sudo dnf install gcc gcc-c++ make SDL2-devel mesa-libGL-devel mesa-libGLU-devel openssl-devel
Toolchain
This project requires a C++23 compiler with full standard library support.
If your distro ships GCC 15+, you're good - just use the system compiler:
meson setup build
If your distro ships an older GCC: install LLVM with libc++ and use the provided toolchain file:
# Debian/Ubuntu
wget https://apt.llvm.org/llvm.sh
chmod +x llvm.sh
sudo ./llvm.sh 20
sudo apt install libc++-20-dev libc++abi-20-dev
# Fedora/RHEL (if needed)
sudo dnf install clang lld libcxx-devel libcxxabi-devel
Then configure with the LLVM native file (see Configure & Build below).
Meson + Ninja
pip install meson ninja
Or follow the Meson quickstart guide.
Docker (alternative)
If you don't want to install dependencies, use the included devcontainer. Open the project in VS Code with the Dev Containers extension, or build manually:
docker build -t portable-lce-dev .devcontainer/
docker run -it --rm -v $(pwd):/workspaces/portable-lce -w /workspaces/portable-lce portable-lce-dev bash
Configure & Build
# If using system GCC 15+
meson setup build
# If using LLVM/libc++
meson setup --native-file ./scripts/llvm_native.txt build
# Compile
meson compile -C build
The binary is output to:
./build/targets/app/Minecraft.Client
Clean
To perform a clean compilation:
meson compile --clean -C build
...or to reconfigure an existing build directory:
meson setup --native-file ./scripts/llvm_native.txt build --reconfigure
...or to hard reset the build directory:
rm -r ./build
meson setup --native-file ./scripts/llvm_native.txt build
Running
Game assets are automatically copied to the build output directory during compilation. Run from that directory:
./build/targets/app/Minecraft.Client
Generative AI Policy
Submitting code to this repository authored by generative AI tools (LLMs, agentic coding tools, etc...) is strictly forbidden (see CONTRIBUTING.md). Pull requests that are clearly vibe-coded or written by an LLM will be closed. Contributors are expected to both fully understand the code that they write and have the necessary skills to maintain it.
-
-Dui_backend=shiggysupports the x86-64 architecture with AVX2 extensions only. ↩︎
















