Minecraft: Java Edition now uses SDL3
ObviouslyFlamer
293 points
195 comments
July 19, 2026
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Discussion Highlights (19 comments)
shakna
> Known Issues > Exclusive fullscreen mode on Windows may cause the game to crash in certain situations, especially when using multiple monitors > Entering Exclusive fullscreen mode crashes the game on Wayland Those, together, kinda seem like the kind of blocking bug that would usually delay a snapshot... Lets hoping it gets fixed before release lands...
nekiwo
osu (the rhythm game) also recently switched to SDL3, from SDL2, and it came with significant performance/latency improvements. SDL3 adoption is a bit slow it seems. Though, I'm surprised Minecraft used GLFW all this time. One notable thing is that switching to SDL3 eliminated lag from having Discord client open while playing osu. Pretty sure this was from their devlog on YouTube.
revengerwizard
I kind of don't see the benefit, as it's still going to use only the window, input and platform integrations features, while SDL3 has a whole software renderer built-in and much more.
velcrovan
Anyone got any advice for a techy dad with no (zero) Minecraft experience who wants to set up a Minecraft server for the family in 2026? Kids right now are playing on their iPads, and (sometimes) old macbooks/windows PCs.
delduca
SDL always had a great API design, but in SDL3... Goddamnn!
mort96
Is the rationale for switching away from GLFW documented anywhere? I'd love to read about it, I have some projects which use GLFW myself and I'm always wondering whether or not SDL would be better
nottorp
I honestly went and read those release notes just to check if they're using this transition as an excuse to make the game less cross platform.
andrewshadura
> Armadillos no longer try to roll up when submerged in liquids This sounds hilarious out of the context :D
LelouBil
It's really amazing how much Minecraft is becoming more and more a game engine on it's own rather than just a game.
yonisto
I'm teaching my son python programming. Anyone with experience on programming Minecraft with python? Tips?
malteeez
The lwjgl bindings for this were written by a member of the GTNH modpack team, thereby completing the chain of vanilla->modded->vanilla once more https://github.com/LWJGL/lwjgl3/pull/1033
hiccuphippo
Icculus has some great videos of porting games from SDL2 to 3, here's the one porting Doom: https://www.youtube.com/watch?v=ixdeGhsoxy8
q2dg
Luanti is the answer
neals
They still update that? I thought it's all bedrock now?
philipallstar
> Entering Exclusive fullscreen mode crashes the game on Wayland Pretty good for Wayland.
LelouBil
Honestly, it seems like the way to go to have a very moddable game is a language that's easily decompiled and modified at runtime like Java or C# (or just JVM and .NET CLR if you prefer). When they do internal modifications, but also have modders in mind, you get to have an amazing modding API basically "for free".
maxlin
With the regressions this reads like an april fools post...
hizyyo
SDL3 switch makes sense given how much SDL2 was showing its age around GPU API abstraction (Vulkan/Metal support especially). Curious if this fixes any of the longstanding input lag / alt-tab issues that Java Edition has had on Linux, since that's usually where the windowing/input layer causes the most pain.
bondolo
I recently converted a game, Tribal Trouble ( https://github.com/bondolo/tribaltrouble ) from GLFW to SDL3. It was mostly a painless refactor though I did have some issues with full screen exclusive modes and desktop full screen but was eventually able to resolve those. I ended writing a demo for screen mode handling to test and document the fiddly bits. https://github.com/bondolo/SDL3-Fullscreen-Demo The game is Java, like Minecraft, the demo is C because I wanted to keep it as simple as possible.