Complete API reference for the Nova64 3D Fantasy Console
v0.4.9 SponsorNovaOS is a Mac OS 9-inspired fantasy operating system bundled with Nova64. Window manager, virtual filesystem, app framework, event bus, crystal desktop backgrounds, and a modernized boot sequence.
Draggable, resizable windows with Mac OS 9 chrome. Close, zoom, windowshade — all implemented.
📁POSIX-like async VFS with IndexedDB persistence. Read, write, mkdir, rm, stat, readdir, aliases.
🚀Register apps with mount/unmount lifecycle, menu bar integration, and icon support.
📡Pub/sub bus with wildcard support. Subscribe to OS events or emit custom game events.
💬Control strip widgets, modal alert dialogs, auto-dismissing toast notifications.
💾JSON-serialisable key/value store backed by the VFS. Namespaced and persistent.
🎨Built-in crystal wallpapers, solid colors, custom image URLs, and visual-only sandboxed HTML iframe backgrounds from Appearance or desktop right-click.
ES module cart system with init/update/draw lifecycle. Hot reload, cart loading, and the complete 35+ function 3D API.
🎨High-precision 64-bit RGBA framebuffer for 2D overlay compositing over 3D scenes. ACES tone mapping.
🔨Three.js and Babylon.js backends with WebGL2 and Canvas2D fallback paths. Advanced materials, shaders, post-processing, and parity guardrails.
📦WAD-based asset bundling. Load GLTF models, sprite sheets, audio, and texture atlases from cart packages.
Pixels, lines, rects, circles and text. Camera system plus the 64-bit RGBA64 colour model for high-precision values.
◯createCube, createSphere, createPlane, createCylinder, createCone, createCapsule, createTorus. Full material options.
✨Bloom, vignette, glitch, chromatic aberration, N64 mode, PSX mode, low-poly mode and more.
🌟Space skybox, gradient skybox, solid skybox. Auto-animate for dynamic sky rotation.
🌎GPU-batched sprites with parallax layers. Sprite sheets, animations, and z-sorted billboards.
🧩Full Minecraft-style voxel world with backend-aware Three.js and Babylon.js chunk/entity rendering.
🔥Bitmap font print, printCentered, glow text, crosshair, progress bar, minimap, floating text.
key(), keyp(), btn(), btnp() for WASD + gamepad + mouse. Single-frame press detection built in.
🌐Game-loop integrated widgets: state machine, cooldowns, hit flash, spawner, floating text, shake effects.
⌨️In-game keyboard overlay for player name entry, chat, and command prompts.
WebAudio-based with spatial 3D positioning. Named presets: jump, coin, explosion, laser, powerup, hurt, unlock, and more.
⚛️AABB collision, gravity, createBody, stepPhysics, setCollisionMap. Simple and fast for arcade games.
💥Raycasting, spatial partitioning, and voxel collision helpers. Works with both 3D objects and voxel worlds.
saveData(), loadData(), deleteData() — JSON-serialisable cart save state backed by localStorage.
📺Named screen stack. Push/pop/replace screens with transition hooks for title screens, menus, and game states.
🎨In-browser pixel editor for creating and tweaking sprite sheets and textures at run time.
⛶️Tappable fullscreen toggle optimised for mobile game-jam releases and kiosk mode deployments.
💸Doom-inspired WAD loading with wall/floor textures, sprite billboards, and Babylon.js visual parity coverage.
🌱Deterministic world and art generation from token IDs, hashes or numbers. The same seed always yields the same output.
Main Nova64 class. Cart loading, hot reloading, game loop, resolution, and renderer setup.
🎨64-bit RGBA compositing surface. packRGBA64, unpackRGBA64, rgba8 helpers for colour pipeline work.
🔥Bitmap font renderer with hex colour support, glyph atlas, and 6x6 to 16x16 size variants.
📦Async loader for GLTF, images, JSON, audio, and WAD files with progress callbacks.
🔨Three.js, Babylon.js, WebGL2, and Canvas2D renderer backends with capability-gated fallback behavior.
⚙️Backend architecture notes for Babylon compatibility, WAD parity, voxel routing, TSL visual checks, and focused validation commands.
🧊Experimental, opt-in NOA adapter notes for Babylon voxel parity work without bypassing the shared voxel API.
One-page reference for cart structure, the init/update/draw lifecycle, input, 2D drawing and the core 3D calls.
Transform your Nova64 experiences into spectacular 3D fantasy console adventures with advanced materials, cinematic lighting, and Nintendo 64/PlayStat
A playbook for building rich, cinematic Nova64 carts that mix a rendered 3D
The Nova64 Voxel Engine enables Minecraft-style block-based games with infinite procedurally generated worlds. It features:
Nova64 now includes a comprehensive effects system with custom shaders, post-processing, and particle effects for creating stunning visual experiences.
Looking for gameplay capture, native Godot playtesting, or trailer authoring
NOVA64 shows an on-screen gamepad on phones and tablets. It appears automatically
Nova64 now has full support for video game controllers (gamepads) with automatic detection and mapping to the standard button layout.
A universal fullscreen button that appears in the lower-right corner of the canvas for every Nova64 demo. This allows users to quickly toggle fullscreen mode…
This document lists MIT, CC0, and Creative Commons licensed GLB/glTF models that can be freely used in Nova64 projects.
The complete API surface in one place — display and palette, drawing, input, audio, 3D and system calls.
Nova64 delivers spectacular Nintendo 64/PlayStation-style 3D graphics with modern performance, featuring advanced materials, cinematic lighting, and 100% test…
Nova64 now has a professional-grade UI system with buttons, panels, advanced text rendering, progress bars, and layout helpers. This makes Nova64 the most…
Condensed lookup for the effects system: one-liners for every shader, post-process and particle call.
Condensed lookup for the voxel engine — chunk sizing, block types and the common world-building calls.
Every glyph in the built-in bitmap font, including the emoji substitutions applied at render time.
Nova64 now treats runtime/ as the stable public/runtime layer and moves renderer-specific implementation into backend folders.
This document is the canonical definition of the Nova64 engine adapter surface.
This document describes the experimental noa-engine adapter for Nova64's Babylon.js voxel backend.
This note is for agents continuing Babylon voxel parity work.
Nova64's Unity bridge exists to let Nova64-authored JavaScript game code drive native Unity behavior implemented in C#.
A shared 3D space where players see each other move in realtime, with chat. Built
Status: design / phased plan — nothing implemented yet. This document is the
Successfully implemented first-class UI system and professional start screens for Nova64 Fantasy Console!
Status: planned / incremental. Not the current main focus — but tracked, so
Runtime performance measurements, including material caching gains and GPU-side mesh reuse findings.
The canonical adapter contract a Godot host must implement to run Nova64 carts unchanged.
Nova64 carts run unchanged on two hosts: the web runtime (runtime/, Three.js or
Status: actively in progress on feature/godot-adapter.
Nova64 includes two repository-backed skills for native Godot media work:
Status: audit / assessment — generated 2026-06-24. Web is the source of truth.
Goal: make examples/ (web) the single source of truth for every cart, and
A prioritized list of bugs, gaps, and enhancements to make the Nova64 API easier for cart authors to use.
Gameplay upgrades shipped across the bundled example carts — power-ups, scoring and difficulty tuning.
Per-cart quality audit of the bundled examples: what has been polished and what still needs work.
Chrome DevTools for agents is officially stable and provides an MCP server for browser automation, console/network inspection, screenshots, Lighthouse
What you're selling: prebuilt Nova64 binaries (standalone desktop apps, RetroArch cores, and the
There are two different ways a page in this repo boots the Nova64 runtime, and