HailToDodongo/pyrite64Public

N64 Game-Engine and Editor using libdragon & tiny3d

AI summary: A visual editor and runtime engine for creating Nintendo 64 games.

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C++MITCreated Sep 23, 2025Last push todayLatest release v0.8.0+30 stars this week+36 this month

Star history

since Feb 1, 2026
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3.2K stars as of Aug 7, 2026, tracked back to Feb 1, 2026. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

Contribution activity

commits per day, last 52 weeks
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623 commits in the last yearLessMore

Signals and awards

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  • Very active

    623 commits in 52 weeks

  • Permissive license

    MIT

  • Continuous integration

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What pyrite64 does

Pyrite64 is a complete development environment and engine for creating 3D games targeted at real Nintendo 64 hardware. It leverages the Libdragon library and tiny3d to provide a modern development experience without proprietary SDKs. The toolkit includes an automatic toolchain installer, a visual scene editor, and a node-graph system for scripting logic. It supports advanced features like HDR rendering and direct GLTF model imports from Blender.

Retro game developers and hobbyists interested in creating homebrew software for the Nintendo 64. Requires a Windows PC for the editor and an N64 emulator for testing.

  • Real Hardware Focus: Compiles games that run directly on accurate N64 emulators or original console hardware.
  • Visual Editor: Provides a desktop GUI for scene management, rendering, and collision setup.
  • Node-Graph Scripting: Allows developers to script control flow visually without writing C++ code.
  • Modern Asset Pipeline: Supports importing standard GLTF models with fast64 material compatibility.
  • Open Source Stack: Built entirely on open-source libraries, avoiding all proprietary Nintendo SDKs.

Where teams use it

Homebrew Game Development

Create original 3D games designed specifically for the Nintendo 64 console.

Asset Pipeline Testing

Quickly import and preview 3D models and textures on N64 hardware.

Visual Scripting

Prototype game logic visually before committing to complex C++ implementations.

Engine Customization

Modify the underlying runtime engine to support specific gameplay requirements.

Getting started: Clone the repository and run the automatic toolchain installation script on Windows.

README

main branch

Pyrite64

N64 game-engine and editor using Libdragon and tiny3d.


    

    

Note: This project does NOT use any proprietary N64 SDKs or libraries.

Pyrite64 is a visual editor + runtime-engine to create 3D games that can run on a real N64 console or accurate emulators.
Besides the usual editor, some extra features include:

  • Automatic toolchain installation on Windows
  • 3D-Model import (GLTF) from blender with fast64 material support.
  • Support for HDR+Bloom rendering (shown here: www.youtube.com/watch?v=XP8g2ngHftY)
  • Support for big-texture rendering (256x256) (shown here: www.youtube.com/watch?v=rNEo0aQkGnU)
  • Runtime engine handling scene-management, rendering, collision, audio and more.
  • Global asset management with automatic memory cleanup
  • Node-Graph editor to script basic control flow

Note that this project focuses on real hardware, so accurate emulation is required to run/test games on PC.
Emulators that are accurate enough include Ares (v147 or newer) and gopher64.

Warning

This project is still in early development, so features are going to be missing.
Documentation is also still a work in progress, and breaking API changes are to be expected.

Documentation

Before starting, please read the FAQ!
General documentation is available here: Documentation
This also contains information on how to build the editor.

The source-code for the docs can be found in this repo under /docs.

Showcase


Cathode Quest 64 (YouTube)    |    Pyrite64 Release Video          

Links

For anything N64 homebrew related,
checkout the N64Brew discord: https://discord.gg/WqFgNWf

Credits & License

© 2025-2026 - Max Bebök (HailToDodongo)

Pyrite64 is licensed under the MIT License, see the LICENSE file for more information.
Licenses for external libraries used in the editor can be found in their respective directory under /vendored

Pyrite64 does NOT force any restrictions or licenses on games made with it.
Pyrite64 does NOT claim any copyright or force licenses for assets / source-code generated by the editor.

While not required, please consider crediting Pyrite64 with a logo and/or name in your credits and/or boot logo sequence.

View on GitHub

Recent activity

commits and pull requests

Recent open issues

view all

Releases and announcements

9 total
  1. v0.8.0v0.8.0Jul 28, 2026226 downloads

    ## What's Changed ### Node-Graph * Node Graph Rewrite + User defined nodes by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/256 * Node Docs: https://hailtododongo.github.io/pyrite64/docs/manual/script/nodeGraph.html * Custom Node Docs: https://hailtododongo.github.io/pyrite64/docs/manual/script/nodeGraphCustom.html ### Features & Engine changes * Prefab support for nested objects / other prefabs by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/268 * Docs: https://hailtododongo.github.io/pyrite64/docs/manual/editor/prefabs.html ### Physics System * Physics API: Add swept-sphere function by @Aaronmac64 in https://github.com/HailToDodongo/pyrite64/pull/276 * improved collision system heap traffic, introduced better bookkeeping… by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/288 * big collision optimizations by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/293 * Auto fit colliders by @MoisesMlg in https://github.com/HailToDodongo/pyrite64/pull/295 * Change VEC3_FORWARD direction in math.h by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/300 * fix: let rigidbodies adopt changes fr

  2. v0.7.0v0.7.0Jun 16, 2026902 downloads

    # v0.7.0 - Changelog > [!CAUTION] > This release contains breaking changes: [Migration Docs](https://hailtododongo.github.io/pyrite64/docs/version/breakingChanges.html#v0-7-0) > Most notably, the physics system has been replaced and colliders / C++ code needs manual migration! ## What's Changed ### Material System * New Material System / Placeholder and dynamic textures by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/179 * Additive-Light option in Draw-Layer / Fix point lights by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/226 Docs: https://hailtododongo.github.io/pyrite64/docs/manual/editor/materials.html ### Physics System * New Physics-System + Rigid-Body simulation by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/207 * Make applyForceAtPoint actually accumulate force by @andmatand in https://github.com/HailToDodongo/pyrite64/pull/225 * Decouple physics scale from visual scale by @andmatand in https://github.com/HailToDodongo/pyrite64/pull/228 * Add an applyLinearForce method by @andmatand in https://github.com/HailToDodongo/pyrite64/pull/231 * Don't change velocity on hit during swept subst

  3. v0.6.0v0.6.0Mar 30, 20262.6K downloads

    # v0.6.0 - Changelog * Editor zoom (by default: Ctrl + Scroll) by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/159 * Editor: Add anti-alias option by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/161 * Editor: Add VSync option and custom FPS Limit by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/162 * Rotation can be edited as euler angles, scaling can be proportionally edited * Fixes value jumps when editing rotation as euler angles by @Q-Bert-Reynolds in https://github.com/HailToDodongo/pyrite64/pull/171 * Replaces uniform scale with proportional scale by @Q-Bert-Reynolds in https://github.com/HailToDodongo/pyrite64/pull/174 * mingw: Add useful toolchain location log by @thekovic in https://github.com/HailToDodongo/pyrite64/pull/173 * defer the object initialization that might use a later object reference (fixes #177) by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/178 * Create global-scripts and node-graphs from the asset-browser by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/180 * Fix scene name not updating in the scene browser by @MessyComposer in https://github.com/H

  4. v0.5.0v0.5.0Mar 6, 20261.2K downloads

    # v0.5.0 Changelog > [!CAUTION] > This release contains a small breaking change: [Migration Docs](https://hailtododongo.github.io/pyrite64/docs/version/breakingChanges.html#v0-5-0) * Migrated documentation to sphinx, added new docs * Available online here https://hailtododongo.github.io/pyrite64/index.html * fix: keymap was only getting applied if it failed to load from file by @Q-Bert-Reynolds in https://github.com/HailToDodongo/pyrite64/pull/126 * Better handling of unsaved assets and settings, ask before closing node-graph by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/111 * Trackpad pan and orbit by @Q-Bert-Reynolds in https://github.com/HailToDodongo/pyrite64/pull/124 * fix: handle dragging objects into/near the root node in the scene-graph by @Byterset in https://github.com/HailToDodongo/pyrite64/pull/131 * Collision mesh now generated on demand, remove "Collision" asset setting by @HailToDodongo in https://github.com/HailToDodongo/pyrite64/pull/139 * editor: Lose focus from InputText when using 3D viewport by @thekovic in https://github.com/HailToDodongo/pyrite64/pull/137 * Transforming Object now trans. attached camera + new option to togg

  5. v0.4.0v0.4.0Feb 26, 2026566 downloads

    # v0.4.0 - Changelog - MacOS / Metal support (by [rasky](https://github.com/rasky), #106) - Runtime-Engine - Fix rendering issue where the camera region / scissor is not set for all draw-layers - Editor - General - Fix clean-build under windows - Automatically force a clean-build if engine code changed - Configurable keybindings and editor preferences (by [@Q-Bert-Reynolds](https://www.github.com/Q-Bert-Reynolds), #95) - Fix issue where snapping during scaling would collapse objects to zero size - Improved performance of the asset browser - Toolchain manager: - Existing installations can now be updated too (by [@thekovic](https://www.github.com/thekovic), #11) - CLI - New command to clean a project (`--cmd clean`) Checkout the main repositories Readme for more information. > [!WARNING] > This project is still in early development, features are going to be missing. > Documentation is also still work in progress, and breaking API changes are to be expected.

Commits per week

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623 commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 14 commitsSun 1:00 — 5 commitsSun 2:00 — 0 commitsSun 3:00 — 0 commitsSun 4:00 — 0 commitsSun 5:00 — 0 commitsSun 6:00 — 0 commitsSun 7:00 — 0 commitsSun 8:00 — 0 commitsSun 9:00 — 0 commitsSun 10:00 — 1 commitsSun 11:00 — 8 commitsSun 12:00 — 12 commitsSun 13:00 — 3 commitsSun 14:00 — 0 commitsSun 15:00 — 5 commitsSun 16:00 — 8 commitsSun 17:00 — 12 commitsSun 18:00 — 10 commitsSun 19:00 — 7 commitsSun 20:00 — 6 commitsSun 21:00 — 14 commitsSun 22:00 — 8 commitsSun 23:00 — 12 commitsMon 0:00 — 12 commitsMon 1:00 — 1 commitsMon 2:00 — 2 commitsMon 3:00 — 0 commitsMon 4:00 — 0 commitsMon 5:00 — 0 commitsMon 6:00 — 0 commitsMon 7:00 — 0 commitsMon 8:00 — 0 commitsMon 9:00 — 0 commitsMon 10:00 — 1 commitsMon 11:00 — 1 commitsMon 12:00 — 0 commitsMon 13:00 — 0 commitsMon 14:00 — 1 commitsMon 15:00 — 1 commitsMon 16:00 — 5 commitsMon 17:00 — 2 commitsMon 18:00 — 8 commitsMon 19:00 — 4 commitsMon 20:00 — 5 commitsMon 21:00 — 6 commitsMon 22:00 — 8 commitsMon 23:00 — 18 commitsTue 0:00 — 24 commitsTue 1:00 — 4 commitsTue 2:00 — 0 commitsTue 3:00 — 0 commitsTue 4:00 — 0 commitsTue 5:00 — 0 commitsTue 6:00 — 2 commitsTue 7:00 — 0 commitsTue 8:00 — 0 commitsTue 9:00 — 0 commitsTue 10:00 — 1 commitsTue 11:00 — 4 commitsTue 12:00 — 5 commitsTue 13:00 — 1 commitsTue 14:00 — 0 commitsTue 15:00 — 1 commitsTue 16:00 — 1 commitsTue 17:00 — 2 commitsTue 18:00 — 7 commitsTue 19:00 — 5 commitsTue 20:00 — 8 commitsTue 21:00 — 12 commitsTue 22:00 — 17 commitsTue 23:00 — 13 commitsWed 0:00 — 13 commitsWed 1:00 — 1 commitsWed 2:00 — 0 commitsWed 3:00 — 0 commitsWed 4:00 — 0 commitsWed 5:00 — 0 commitsWed 6:00 — 0 commitsWed 7:00 — 0 commitsWed 8:00 — 0 commitsWed 9:00 — 1 commitsWed 10:00 — 0 commitsWed 11:00 — 2 commitsWed 12:00 — 2 commitsWed 13:00 — 2 commitsWed 14:00 — 1 commitsWed 15:00 — 4 commitsWed 16:00 — 3 commitsWed 17:00 — 0 commitsWed 18:00 — 7 commitsWed 19:00 — 7 commitsWed 20:00 — 6 commitsWed 21:00 — 9 commitsWed 22:00 — 11 commitsWed 23:00 — 16 commitsThu 0:00 — 15 commitsThu 1:00 — 5 commitsThu 2:00 — 2 commitsThu 3:00 — 0 commitsThu 4:00 — 0 commitsThu 5:00 — 0 commitsThu 6:00 — 0 commitsThu 7:00 — 0 commitsThu 8:00 — 2 commitsThu 9:00 — 3 commitsThu 10:00 — 0 commitsThu 11:00 — 0 commitsThu 12:00 — 0 commitsThu 13:00 — 2 commitsThu 14:00 — 0 commitsThu 15:00 — 0 commitsThu 16:00 — 0 commitsThu 17:00 — 0 commitsThu 18:00 — 0 commitsThu 19:00 — 2 commitsThu 20:00 — 6 commitsThu 21:00 — 8 commitsThu 22:00 — 7 commitsThu 23:00 — 13 commitsFri 0:00 — 10 commitsFri 1:00 — 0 commitsFri 2:00 — 0 commitsFri 3:00 — 0 commitsFri 4:00 — 0 commitsFri 5:00 — 0 commitsFri 6:00 — 0 commitsFri 7:00 — 1 commitsFri 8:00 — 0 commitsFri 9:00 — 0 commitsFri 10:00 — 0 commitsFri 11:00 — 0 commitsFri 12:00 — 4 commitsFri 13:00 — 1 commitsFri 14:00 — 0 commitsFri 15:00 — 2 commitsFri 16:00 — 0 commitsFri 17:00 — 0 commitsFri 18:00 — 4 commitsFri 19:00 — 1 commitsFri 20:00 — 9 commitsFri 21:00 — 11 commitsFri 22:00 — 10 commitsFri 23:00 — 6 commitsSat 0:00 — 7 commitsSat 1:00 — 0 commitsSat 2:00 — 1 commitsSat 3:00 — 1 commitsSat 4:00 — 0 commitsSat 5:00 — 0 commitsSat 6:00 — 0 commitsSat 7:00 — 0 commitsSat 8:00 — 0 commitsSat 9:00 — 0 commitsSat 10:00 — 0 commitsSat 11:00 — 7 commitsSat 12:00 — 5 commitsSat 13:00 — 3 commitsSat 14:00 — 3 commitsSat 15:00 — 5 commitsSat 16:00 — 6 commitsSat 17:00 — 9 commitsSat 18:00 — 11 commitsSat 19:00 — 14 commitsSat 20:00 — 8 commitsSat 21:00 — 8 commitsSat 22:00 — 8 commitsSat 23:00 — 11 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.

Who is committing

last 52 weeks
Maintainer commits521 (80%)
Community commits127 (20%)

648 commits in total over the last year.

DateListRankStars gained
Feb 19, 2026daily#23+124
Feb 18, 2026daily#19+146
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