Awesome
ClassiCube is a custom Minecraft Classic compatible client written in C from scratch.<br>
[!IMPORTANT] ClassiCube is not affiliated with (or supported by) Mojang AB, Minecraft, or Microsoft in any way. <br><br> ClassiCube is not trying to replicate modern Minecraft.<br> It will never support survival, Minecraft accounts, or modern Minecraft servers.
What ClassiCube is
ClassiCube aims to replicate the 2009 Minecraft Classic client while offering optional enhancements to improve gameplay. ClassiCube can run on many systems, including desktop, web, mobile, and even some consoles.
<details> <summary><b>Features (click to expand)</b></summary>- Much better performance and minimal memory usage compared to original Minecraft Classic
- Optional enhancements including custom blocks, models, and environment colors
- Partially supports some features of Minecraft Classic versions before 0.30
- Works with effectively all graphics cards that support OpenGL or Direct3D 9
- Runs on Windows, macOS, Linux, Android, iOS, and in a web browser
- Also runs on OpenBSD, FreeBSD, NetBSD, Solaris, Haiku, IRIX, SerenityOS
- Although in various stages of early development, also runs on various consoles
You can download ClassiCube here and the very latest builds here.
We need your help
ClassiCube strives to replicate the original Minecraft Classic experience by strictly adhering to clean room reverse engineering approach.
If you're interested in documenting or verifying the behaviour of the original Minecraft Classic, please get in contact on the ClassiCube Discord
How to play
Initially, you will need to run ClassiCube.exe to download the required assets from minecraft.net and classicube.net.<br> Just click 'OK' to the dialog menu that appears when you start the launcher.
Note: When running from within VirtualBox, disable Mouse Integration, otherwise the in-game camera won't work properly.
Singleplayer mode Run ClassiCube.exe, then click Singleplayer at the main menu.
Multiplayer mode Run ClassiCube.exe. You can connect to LAN/locally hosted servers, and classicube.net servers if you have a ClassiCube account.
Stuck on OpenGL 1.1?
The most common reason for being stuck on OpenGL 1.1 is non-working GPU drivers - so if possible, you should try either installing or updating the drivers for your GPU.
Otherwise:
- On Windows, you can still run the OpenGL build of ClassiCube anyways. <br> (You can try downloading and using the MESA software renderer from here for slightly better performance though)
- On other operating systems, you will have to compile the game yourself. <br>
Don't forget to add
-DCC_BUILD_GL11
to the compilation command line so that the compiled game supports OpenGL 1.1.
Supported systems
ClassiCube runs on:
- Windows - 95 and later
- macOS - 10.5 or later (can be compiled for 10.3/10.4 though)
- Linux - needs
libcurl
andlibopenal
- Android - 2.3 or later
- iOS - 8.0 or later
- Most web browsers (even runs on IE11)
And also runs on:
- Raspberry Pi - needs <code>libcurl</code> and <code>libopenal</code>
- FreeBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (can download from here)
- NetBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (can download from here)
- OpenBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal</code> packages
- Solaris - needs <code>curl</code> and <code>openal</code> packages
- Haiku - needs <code>openal</code> package (if you have a GitHub account, can download from here)
- BeOS - untested on actual hardware
- IRIX - needs <code>curl</code> and <code>openal</code> packages
- SerenityOS - needs <code>SDL2</code>
- Classic Mac OS (System 7 and later)
- Dreamcast - unfinished, but usable (can download from here)
- Saturn - unfinished, major rendering and stability issues (can download from here)
- Switch - unfinished, but usable (can download from here)
- Wii U - unfinished, major issues, broken on real hardware (can download from here)
- Wii - unfinished, but usable (can download from here)
- GameCube - unfinished, but usable (can download from here)
- Nintendo 64 - unfinished, moderate rendering issues (can download from here)
- 3DS - unfinished, but usable (can download from here)
- DS/DSi - unfinished, rendering issues (can download from here)
- PS Vita - unfinished, rendering issues (can download from here)
- PSP - unfinished, rendering issues (can download from here)
- PS3 - unfinished, rendering issues (can download from here)
- PS2 - unfinished, major rendering and stability issues (can download from here)
- PS1 - unfinished, major rendering and stability issues (can download from here)
- Xbox 360 - completely unfinished, broken on real hardware (can download from here)
- Xbox - unfinished, major rendering issues (can download from here)
Compiling
Note: The instructions below automatically compile ClassiCube with the recommended defaults for the platform. <br> If you (not recommended) want to override the defaults (e.g. to compile OpenGL build on Windows), see here for details.
Compiling - Windows
Using Visual Studio
- Open ClassiCube.sln (File -> Open -> Project/Solution)
- Compile/Build it (Build -> Build Solution).
If you get a The Windows SDK version 5.1 was not found
compilation error, see here for how to fix
Using Visual Studio (command line)
- Use 'Developer Tools for Visual Studio' from Start Menu
- Navigate to the directory with ClassiCube's source code
- Run
cl.exe *.c /link user32.lib gdi32.lib winmm.lib dbghelp.lib shell32.lib comdlg32.lib /out:ClassiCube.exe
Using MinGW-w64
Assuming that you used the installer from https://sourceforge.net/projects/mingw-w64/ :
- Install MinGW-W64
- Use either Run Terminal from Start Menu or run mingw-w64.bat in the installation folder
- Navigate to the directory with ClassiCube's source code
- Run
gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm
Using MinGW
Assuming that you used the installer from https://osdn.net/projects/mingw/ :
- Install MinGW. You need mingw32-base-bin and msys-base-bin packages.
- Run msys.bat in the C:\MinGW\msys\1.0 folder.
- Navigate to the directory with ClassiCube's source code
- Run
gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm
Using TCC (Tiny C Compiler)
Setting up TCC:
- Download and extract
tcc-0.9.27-win64-bin.zip
from https://bellard.org/tcc/ - Download
winapi-full-for-0.9.27.zip
from https://bellard.org/tcc/ - Copy
winapi
folder and_mingw_dxhelper.h
fromwinapi-full-for-0.9.27.zip
into TCC'sinclude
folder
Compiling with TCC:
- Navigate to the directory with ClassiCube's source code
- In
ExtMath.c
, changefabsf
tofabs
andsqrtf
tosqrt
- Run
tcc.exe -o ClassiCube.exe *.c -lwinmm -lgdi32 -luser32 -lcomdlg32 -lshell32
<br> (Note: You may need to specify the full path totcc.exe
instead of justtcc.exe
)
Compiling - Linux
Using gcc/clang
- Install X11, XInput2, and OpenGL development libraries if necessary. <br>
For Ubuntu, these are the
libx11-dev
,libxi-dev
andlibgl1-mesa-dev
packages - Run either:
make linux
orcc -fno-math-errno src/*.c -o ClassiCube -rdynamic -lpthread -lX11 -lXi -lGL -ldl
Cross compiling for Windows (32 bit):
- Install MinGW-w64 if necessary. (Ubuntu:
gcc-mingw-w64
package) - Run
i686-w64-mingw32-gcc -fno-math-errno src/*.c -o ClassiCube.exe -mwindows -lwinmm
Cross compiling for Windows (64 bit):
- Install MinGW-w64 if necessary. (Ubuntu:
gcc-mingw-w64
package) - Run
x86_64-w64-mingw32-gcc -fno-math-errno src/*.c -o ClassiCube.exe -mwindows -lwinmm
Raspberry Pi
Although the regular linux compiliation flags will work fine, to take full advantage of the hardware:
gcc -fno-math-errno src/*.c -o ClassiCube -DCC_BUILD_RPI -rdynamic -lpthread -lX11 -lXi -lEGL -lGLESv2 -ldl
Compiling - macOS
- Install a C compiler if necessary. The easiest way of obtaining one is by installing Xcode.
- Run either:
make darwin
orcc -fno-math-errno src/*.c src/*.m -o ClassiCube -framework Cocoa -framework OpenGL -framework IOKit -lobjc
Using Xcode GUI
- Open the
misc/macOS/CCMAC.xcodeproj
project in Xcode - Compile the project
Compiling - for Android
NOTE: If you are distributing a modified version, please change the package ID from com.classicube.android.client
to something else - otherwise Android users won't be able to have both ClassiCube and your modified version installed at the same time on their Android device
Using Android Studio GUI
Open android
folder in Android Studio (TODO explain more detailed)
Using command line (gradle)
Run gradlew
in android folder (TODO explain more detailed)
Compiling - for iOS
iOS version will have issues as it's incomplete and only tested in iOS Simulator
NOTE: If you are distributing a modified version, please change the bundle ID from com.classicube.ios.client
to something else - otherwise iOS users won't be able to have both ClassiCube and your modified version installed at the same time on their iOS device
Using Xcode GUI
- Open the
misc/ios/CCIOS.xcodeproj
project in Xcode - Compile the project
Using command line (Xcode)
xcodebuild -sdk iphoneos -configuration Debug
(TODO explain more detailed)
Compiling - webclient
- Install emscripten if necessary.
- Run either:
make web
oremcc src/*.c -s ALLOW_MEMORY_GROWTH=1 -s TOTAL_STACK=1Mb --js-library interop_web.js
The generated javascript file has some issues. See here for how to fix
For details on how to integrate the webclient into a website, see here
<details> <summary><h2>Compiling - consoles</h2></summary>All console ports need assistance from someone experienced with homebrew development - if you're interested, please get in contact on the ClassiCube Discord.
<details> <summary><h3>Nintendo consoles (click to expand)</h3></summary>Switch
Run make switch
. You'll need libnx and mesa
NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the switch-dev
group and the switch-mesa switch-glm
packages)
Wii U
Run make wiiu
. You'll need wut
NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the wiiu-dev
group)
3DS
Run make 3ds
. You'll need libctru
NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the 3ds-dev
group)
Wii
Run make wii
. You'll need libogc
NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the wii-dev
group)
GameCube
Run make gamecube
. You'll need libogc
NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the gamecube-dev
group)
Nintendo DS/DSi
Run make ds
. You'll need BlocksDS
Nintendo 64
Run make n64
. You'll need the opengl branch of libdragon
PlayStation Vita
Run make vita
. You'll need vitasdk
PlayStation Portable
Run make psp
. You'll need pspsdk
NOTE: It is recommended that you install the precompiled pspsdk version from here
PlayStation 3
Run make ps3
. You'll need PSL1GHT
PlayStation 2
Run make ps2
. You'll need ps2sdk
PlayStation 1
Run make ps1
. You'll need PSn00bSDK
Xbox 360
Run make 360
. You'll need libxenon
Xbox (original)
Run make xbox
. You'll need nxdk
SEGA consoles
Dreamcast
Run make dreamcast
. You'll need KallistiOS
Saturn
Run make saturn
. You'll need libyaul
FreeBSD
- Install
libxi
,libexecinfo
,curl
andopenal-soft
packages if needed - Run either:
make freebsd
orcc src/*.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo
OpenBSD
- Install
libexecinfo
,curl
andopenal
packages if needed - Run either:
make opensd
orcc src/*.c -o ClassiCube -I /usr/X11R6/include -I /usr/local/include -L /usr/X11R6/lib -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo
NetBSD
- Install
libexecinfo
,curl
andopenal-soft
packages if needed - Run either:
make netbsd
orcc src/*.c -o ClassiCube -I /usr/X11R7/include -I /usr/pkg/include -L /usr/X11R7/lib -L /usr/pkg/lib -lpthread -lX11 -lXi -lGL -lexecinfo
DragonflyBSD
- Install
libxi
,libexecinfo
,curl
andopenal-soft
packages if needed - Run either:
make dragonfly
orcc src/*.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo
Solaris
- Install required packages if needed
- Run either:
make sunos
orgcc -fno-math-errno src/*.c -o ClassiCube -lsocket -lX11 -lXi -lGL
Haiku
- Install
gcc
,haiku_devel
,openal_devel
packages if needed - Run either:
make haiku
orcc -fno-math-errno src/*.c src/*.cpp -o ClassiCube -lGL -lnetwork -lstdc++ -lbe -lgame -ltracker
BeOS
- Install a C compiler
- Run either:
make beos
orcc -fno-math-errno src/*.c src/*.cpp -o ClassiCube -lGL -lbe -lgame -ltracker
IRIX
- Install required packages if needed
- Run either:
make irix
or- gcc -fno-math-errno src/*.c -o ClassiCube -lGL -lX11 -lXi -lpthread -ldl`
SerenityOS
- Install SDL2 port if needed
- Run either:
make serenityos
orcc src/*.c -o ClassiCube -lgl -lSDL2
Classic Mac OS
- Install Retro68
- Run either
make macclassic_68k
(For a M68k build)make macclassic_ppc
(For a PPC build)
The PowerPC build will usually perform much better
Other systems
You'll have to write the necessary code. You should read portability.md
in doc folder.
Documentation
Functions and variables in .h files are mostly documented.
Further information (e.g. style) for ClassiCube's source code can be found in the doc and misc folders.
Known compilation errors
Fixes for compilation errors when using musl or old glibc for C standard library
Tips
-
Press escape (after joining a world) or pause to switch to the pause menu.
-
Pause menu -> Options -> Controls lists all of the key combinations used by the client.
-
Note that toggling 'vsync' to on will minimise CPU usage, while off will maximimise chunk loading speed.
-
Press F to cycle view distance. Lower view distances can improve performance.
-
If the server has disabled hacks, key combinations such as fly and speed will not do anything.
-
To see the list of built in commands, type
/client
. -
To see help for a given built in command, type
/client help <command name>
.
- curl - HTTP/HTTPS for linux and macOS
- FreeType - Font handling for all platforms
- GCC - Compiles client for linux
- MinGW-w64 - Compiles client for windows
- Clang - Compiles client for macOS
- Emscripten - Compiles client for web
- RenderDoc - Graphics debugging
- BearSSL - SSL/TLS support on consoles
- libnx - Backend for Switch
- Ryujinx - Emulator used to test Switch port
- wut - Backend for Wii U
- Cemu - Emulator used to test Wii U port
- libctru - Backend for 3DS
- citro3D - Rendering backend for 3DS
- Citra - Emulator used to test 3DS port
- libogc - Backend for Wii and GameCube
- libfat - Filesystem backend for Wii/GC
- Dolphin - Emulator used to test Wii/GC port
- libdragon - Backend for Nintendo 64
- ares - Emulator used to test Nintendo 64 port
- BlocksDS - Backend for Nintendo DS
- melonDS - Emulator used to test Nintendo DS port
- vitasdk - Backend for PS Vita
- Vita3K - Emulator used to test Vita port
- pspsdk - Backend for PSP
- PPSSPP - Emulator used to test PSP port
- PSL1GHT - Backend for PS3
- RPCS3 - Emulator used to test PS3 port
- ps2sdk - Backend for PS2
- PCSX2 - Emulator used to test PS2 port
- PSn00bSDK - Backend for PS1
- duckstation - Emulator used to test PS1 port
- libxenon - Backend for Xbox 360
- nxdk - Backend for Xbox
- xemu - Emulator used to test Xbox port
- cxbx-reloaded - Emulator used to test Xbox port
- KallistiOS - Backend for Dreamcast
- GLdc - Basis of rendering backend for Dreamcast
- flycast - Emulator used to test Dreamcast port
- libyaul - Backend for Saturn
- mednafen - Emulator used to test Saturn port
Sound Credits
ClassiCube uses sounds from Freesound.org<br> Full credits are listed in doc/sound-credits.md