PojavLauncher Community Edition
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From Boardwalk's ashes, here comes PojavLauncher!
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PojavLauncher Community Edition is a launcher that allows you to play Minecraft: Java Edition on your Android device!
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It can run almost every version of the Minecraft, allowing you to use .jar only installers to install modloaders like forge, fabric, optifine; Utility and hack clients like LabyMod, Wurst and much more!
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For more details check out our wiki
Some notes to start with
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We do not have an official TikTok account. No one from the dev team makes TikTok videos.
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The official Twitter for PojavLauncher is @PLaunchTeam. Any others (most notably @PojavLauncher) are fake, please report them to Twitter's moderation team.
Navigation
New-Features
- A mod downloader
- A Modrinth modpack installer
- New special buttons (Force Quit/Logs) for custom controls!
- Spoon.
- GL4ES 1.1.5 and zink are back!
Introduction
- PojavLauncher Community Edition 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 1.20 snapshots (including Combat Test versions).
- Modding via Forge and Fabric are also supported.
- This repository contains source code for Android.
Getting PojavLauncher Community Edition
You can get PojavLauncher Community Edition via two methods:
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You can get the prebuilt app from automatic builds.
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You can build from source.
Building
If you want to build from source code, follow the steps below.
Java Runtime Environment (JRE)
- The JRE is now built-in to the source code, but if you want to build it yourself, read below.
- 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 Launcher
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Because languages are auto-added by Crowdin, you need to run the language list generator before building. In the project directory, run:
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On Linux, Mac OS:
chmod +x scripts/languagelist_updater.sh
bash scripts/languagelist_updater.sh
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On Windows:
scripts\languagelist_updater.bat
Then, run these commands or build using Android Studio.
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Build GLFW stub:
./gradlew :jre_lwjgl3glfw:build
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Build the launcher
./gradlew :app_pojavlauncher:assembleDebug
(Replace gradlew
with gradlew.bat
if you are building on Windows).
Current status
- [x]
OpenJDK 9 Mobile port: ARM32, ARM64, x86, x86_64. Replaced by JRE8.
- [x] OpenJDK 8 Mobile port: ARM32, ARM64, x86, x86_64
- [x] OpenJDK 17 Mobile port: ARM32, ARM64, x86, x86_64
- [x] Headless mod installer
- [x] Mod installer with GUI. Used
Caciocavallo
project for AWT without X11.
- [x] OpenGL in OpenJDK environment
- [x] OpenAL (works on most devices)
- [x] Support for Minecraft 1.12.2 and below. Used lwjglx, a LWJGL2 compatibility layer for LWJGL3.
- [x] Support for Minecraft 1.13 and above. Used GLFW stub.
- [x] Support for Minecraft 1.17 (22w13a to be exact) and above. Used Holy GL4ES
- [x] Game surface zooming.
- [x] New input pipe rewritten to native code to boost performance.
- [x] 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
- PojavLauncher Community Edition is licensed under GNU GPLv3.
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)