Eaglercraft is a fully faithful port of Minecraft 1.5.2 that runs entirely inside a regular web browser — no Java plugin, no launcher, no installation required. The game’s Java source code is compiled to JavaScript using TeaVM, producing aDocumentation Index
Fetch the complete documentation index at: https://mintlify.com/lDEVinux/eaglercraft/llms.txt
Use this file to discover all available pages before exploring further.
classes.js bundle that executes inside a browser canvas. That means it runs on Windows, macOS, Linux, and even school Chromebooks, anywhere a modern browser is available. It supports both singleplayer (worlds saved to browser local storage) and multiplayer (connecting to real Minecraft 1.5.2 servers over a WebSocket proxy).
How It Works
Eaglercraft’s architecture bridges the gap between a browser-based JavaScript runtime and the standard Minecraft server protocol. Compilation layer — TeaVM The entire Eaglercraft client is written in Java and compiled ahead-of-time to JavaScript by TeaVM. The output (classes.js) is a self-contained script that runs the full Minecraft game loop, renderer, and network stack inside the browser’s JavaScript engine. No WebAssembly, no browser extension — just a <script> tag.
Singleplayer
In singleplayer mode the game runs a lightweight internal server directly in the browser. World data is persisted to the browser’s localStorage and can be exported as .epk archive files for backup or transfer between devices.
Multiplayer via EaglercraftBungee
Browsers cannot open raw TCP sockets, so Eaglercraft multiplayer requires a translation layer:
- The browser client opens a WebSocket connection to an EaglercraftBungee proxy.
- EaglercraftBungee (a modified fork of BungeeCord) accepts the WebSocket, unpacks the Eaglercraft framing, and forwards the traffic as a standard Minecraft TCP connection to a backend Bukkit 1.5.2 server.
- From Bukkit’s perspective the connection is indistinguishable from a normal Minecraft client.
Vanilla BungeeCord does not understand WebSocket connections. You must use
EaglercraftBungee — the custom fork included in the stable-download bundle —
or multiplayer will not work.
- The host browser opens its world to LAN, then connects to a SP Relay server over WebSocket to advertise itself and exchange WebRTC ICE/SDP signalling messages.
- A joining player adds the same relay URL in their Network Settings and enters the join code from the host.
- The relay brokers a WebRTC peer-to-peer data channel between the two browsers. Once the channel is established, game traffic flows directly between the peers — the relay is only needed for the initial handshake.
LAN worlds work across the public internet, not just the local Wi-Fi network.
Both the host and all joining players must have the same relay URL added in their
Multiplayer → Network Settings menu.
Components
Web Client
Three files served from any HTTP/HTTPS server:
index.html (bootstrap and
eaglercraftOpts config), classes.js (TeaVM-compiled game code), and
assets.epk (compressed resource pack). Configure default server lists,
relay servers, and asset overrides directly in index.html.EaglercraftBungee
A modified fork of BungeeCord that adds a WebSocket listener on top of
the standard BungeeCord pipeline. It accepts browser WebSocket connections,
translates them to Minecraft TCP packets, and proxies them to one or more
backend Bukkit servers. Configured via
java/bungee_command/config.yml.Bukkit Server
A standard CraftBukkit 1.5.2 server — the same backend that powered
vanilla Minecraft servers of that era. It handles game logic, world
persistence, and plugin execution. EaglercraftBungee connects to it on
localhost:25569 by default, completely transparent to the Bukkit process.SP Relay
A lightweight WebSocket relay (
sp-relay.jar) used exclusively for LAN
world signalling. It brokers WebRTC ICE/SDP negotiation between browser
peers and reports STUN/TURN servers to clients. Run with
java -jar sp-relay.jar; configuration lives in relayConfig.ini.Supported Platforms
Eaglercraft runs in any browser that supports WebSockets and the HTML5 Canvas API:| Browser | Notes |
|---|---|
| Google Chrome / Chromium | Fully supported, recommended |
| Mozilla Firefox | Fully supported |
| Microsoft Edge | Fully supported (Chromium-based) |
| Safari | Supported on macOS and iOS |
| Chrome on Chromebooks | Full support — a primary design goal |
Public Clients
Several official clients are hosted publicly and ready to play with no setup:| URL | Notes |
|---|---|
| https://g.deev.is/eaglercraft/ | Primary client maintained by lax1dude; includes a curated public server list |
| https://eaglercraft.net/ | Official mirror |
| https://eaglercraft.org/ | Official mirror |
| https://eaglercraft.me/ | Official mirror |
All four clients share the same codebase. The public server list pre-loaded in
the Multiplayer screen is the best way to discover community servers, as the
dedicated server-list site is currently being rebuilt.
.epk file you can re-import anywhere.