Supported Platforms
Windows 64-bit
Desktop platform with DirectX 11 rendering and keyboard/mouse support
Xbox 360
Legacy Xbox console with XUI interface and Xbox Live integration
Xbox One
Durango platform with enhanced graphics and cloud features
PlayStation 3
PS3 with SPU optimization and PlayStation Network
PlayStation 4
Orbis platform with modern rendering capabilities
PS Vita
Handheld platform with touch controls and ad-hoc networking
Build Targets
The main solution fileMinecraftConsoles.sln defines build configurations for all platforms:
Platforms
- Windows64 - 64-bit Windows desktop (x64)
- Xbox 360 - Xbox 360 console
- Durango - Xbox One (codename Durango)
- PS3 - PlayStation 3
- ORBIS - PlayStation 4 (codename Orbis)
- PSVita - PlayStation Vita
Build Configurations
| Configuration | Purpose |
|---|---|
Debug | Development builds with full debugging symbols |
Release | Optimized builds for final deployment |
ReleaseForArt | Specialized builds for asset pipeline testing |
ContentPackage | Packaging builds for content distribution |
ContentPackage_NO_TU | Packaging without title updates |
CONTENTPACKAGE_SYMBOLS | Packaging with debug symbols |
MinecraftConsoles.sln:12-49
Platform Abstraction Strategy
The codebase uses several abstraction techniques to maintain cross-platform compatibility:Shared Code Architecture
Platform-Specific Directories
Each platform directory contains:- App Layer - Platform initialization and lifecycle management
- Network Layer - Platform network APIs (Xbox Live, PSN, etc.)
- UI Controller - Platform-specific UI rendering
- Input Handling - Controller, keyboard, or touch input
- Storage - Save game and settings management
- Social Features - Achievements, leaderboards, friends
Network Abstraction
The networking layer uses platform-specific managers that implement a common interface:| Platform | Network Manager | Technology |
|---|---|---|
| Xbox 360 | PlatformNetworkManagerXbox | QNET |
| Xbox One | PlatformNetworkManagerDurango | DQRNetworkManager |
| PlayStation | PlatformNetworkManagerSony | SQRNetworkManager |
| Windows | PlatformNetworkManagerStub | Winsock |
Minecraft.Client/*/Network/
Common Macros and Definitions
All platforms share common macro definitions for data packing and game state management:Slot Display Bitmasks
Skin Selection Encoding
Minecraft.Client/*/Minecraft_Macros.h
Platform-Specific Features
Windows Features
Windows Features
- DirectX 11 rendering pipeline
- Keyboard and mouse input
- HTTP-based storage for dev/testing
- Winsock networking
Xbox Features
Xbox Features
- Xbox Live integration (QNET for 360, DQR for One)
- XUI interface system
- Achievement and leaderboard support
- Voice chat and party system
- Cloud save synchronization (Xbox One)
PlayStation Features
PlayStation Features
- PlayStation Network integration
- SPU optimization (PS3 only)
- Trophy support
- Cross-save between PS3/PS4/Vita
- Ad-hoc networking (Vita)
Memory and Performance
Each platform has unique constraints:| Platform | Main RAM | Video RAM | CPU Architecture |
|---|---|---|---|
| Windows 64 | System-dependent | GPU-dependent | x64 |
| Xbox 360 | 512 MB shared | - | PowerPC tri-core |
| Xbox One | 8 GB (5 GB available) | Shared | x64 8-core |
| PS3 | 256 MB + 256 MB VRAM | 256 MB | Cell (PPU + 6 SPUs) |
| PS4 | 8 GB shared | Shared | x64 8-core |
| PS Vita | 512 MB shared | Shared | ARM quad-core |
Build Dependencies
The solution contains two main projects:- Minecraft.World - Platform-independent game logic library
- Minecraft.Client - Platform-specific client (depends on Minecraft.World)
MinecraftConsoles.sln:4-10
Getting Started
Select your target platform to learn about specific build requirements and features:Windows Development
Set up Windows 64-bit development environment
Xbox Development
Xbox 360 and Xbox One build configuration
PlayStation Development
PS3 and PS4 platform setup
PS Vita Development
Handheld platform optimization