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This guide covers building Minecraft Community Edition from source for all supported platforms.

Overview

Minecraft Community Edition uses a Visual Studio-based build system with platform-specific configurations.

Project Structure

Windows 64-bit

Windows 64-bit is the primary development platform with the most complete feature set.

Prerequisites

1

Visual Studio 2012 or Later

Install Visual Studio with C++ development tools:
  • Visual Studio Express 2012 for Windows Desktop (minimum)
  • Visual Studio 2012 Professional/Premium/Ultimate
  • Visual Studio 2013 or later (with v110 toolset)
Required components:
  • Platform Toolset v110
  • Windows SDK
  • C++ compiler and libraries
2

DirectX SDK (June 2010)

Download and install the DirectX SDK:
The June 2010 SDK is required. Later SDKs integrated into Windows SDK may not be compatible.
3

Required Libraries

The project includes several third-party libraries:
  • Miles Sound System - Audio engine (Windows64/Miles/)
  • Iggy - UI rendering library (Windows64/Iggy/)
  • 4J Libraries - Custom framework libraries (Windows64/4JLibs/)
These are included in the repository.

Build Configuration

The solution includes multiple build configurations:

Building

Via Visual Studio IDE

1

Open Solution

  1. Launch Visual Studio
  2. File → Open → Project/Solution
  3. Navigate to source/MinecraftConsoles.sln
  4. Click Open
2

Select Configuration

In the toolbar, select:
  • Configuration: Debug or Release
  • Platform: Windows64 Build Configuration
3

Build Projects

Build the projects in order:
  1. Right-click Minecraft.World → Build
  2. Right-click Minecraft.Client → Build
Or build the entire solution:
  • Build → Build Solution (Ctrl+Shift+B)
4

Verify Output

Check the output directory:

Via Command Line (MSBuild)

The /m flag enables parallel builds for faster compilation.

Dependencies

The Windows64 build links against:

Include Directories

Xbox 360

Xbox 360 development requires the Xbox 360 SDK and a development kit. This is restricted to licensed developers.

Prerequisites

  • Xbox 360 SDK (XDK)
  • Visual Studio 2010 or 2012
  • Xbox 360 Development Kit

Platform-Specific Code

Xbox 360 implementation includes:

Build Configuration

PlayStation 3

PS3 development requires the PlayStation 3 SDK and a development kit. This is restricted to licensed developers.

Prerequisites

  • PlayStation 3 SDK (SCE_PS3_ROOT)
  • SN Systems ProDG
  • Visual Studio with SN Systems integration

Platform Configuration

SPU Tasks

The PS3 build uses Cell SPU acceleration:

PlayStation Vita

Prerequisites

  • PlayStation Vita SDK (SCE_PSP2_SDK_DIR)
  • Visual Studio with Vita toolchain

Platform Configuration

Xbox One (Durango)

Xbox One development requires the Microsoft GDK and appropriate licensing.

Prerequisites

  • Microsoft GDK (formerly Xbox One XDK)
  • Visual Studio 2012 or later
  • Windows SDK 8.0 or later

Platform Configuration

PlayStation 4 (ORBIS)

PS4 development requires the PlayStation 4 SDK and appropriate licensing.

Prerequisites

  • PlayStation 4 SDK (SCE_ORBIS_SDK_DIR)
  • Visual Studio with Orbis toolchain

Platform Configuration

Common Build Issues

Missing Dependencies

Linker Errors

Runtime Errors

Copy from source location:
  • Update graphics drivers
  • Verify DirectX 11 support
  • Check Windows Update for DirectX runtime
  • Mixed 32/64-bit DLLs
  • Install Visual C++ Redistributable (x64)
  • Rebuild with correct platform (x64)

Advanced Build Options

Custom Build Configurations

The project includes several specialized configurations:
  • Debug - Full debugging, unoptimized
  • Release - Optimized, with debug info
  • ReleaseForArt - Artist/content creator build
  • ContentPackage - Retail package build
  • ContentPackage_NO_TU - Package without title update
  • CONTENTPACKAGE_SYMBOLS - Package with symbols

Preprocessor Defines

Optimization Settings

Build Performance Tips

Speed up your builds with these optimizations:
  1. Enable parallel compilation: /MP flag (already enabled)
  2. Use incremental linking: Debug builds only
  3. Precompiled headers: stdafx.h is used
  4. Exclude unused platforms: Unload platform projects you don’t need
  5. Use SSD: Store source on fast storage
  6. Increase RAM: Visual Studio benefits from 16GB+

Next Steps

Quick Start

Get the game running quickly

Contributing

Submit improvements and fixes

Architecture

Understand the codebase structure

Core Systems

Explore core game systems