Moss Framework is a modular, high-performance game development framework designed for building 2D and 3D applications across multiple platforms.
It provides a flexible architecture for rendering, physics, audio, input, networking, and real-time simulation systems.
Status: Active development
Moss Framework is designed to be a low-level, extensible foundation for game and simulation development. It aims to give developers control over performance-critical systems while maintaining portability across major platforms.
The framework supports modern graphics APIs and is structured for scalability from small 2D projects to complex 3D applications and multiplayer simulations.
- Physics - 2D and 3D simulation and collision.
- Audio System - integrated audio playback and spatial sound support.
- Rendering APIs - Supports OpenGL, OpenGL-ES, Vulkan, Metal, DirectX 12.
- Cross-Platform - Windows, Linux, MacOS, IOS, Android.
- Input handling and Haptic Feedback support.
- Integrated OpenXR support for VR/AR/MR devices
- Multiplayer support.
- Navigation support for 2D and 3D.
Comprehensive documentation is available in the docs/ directory:
- Architecture overview
- Rendering system design
- Physics system design
- Audio pipeline
- Input system
- Networking model
- Platform backend architecture
- Performance guidelines
- x86/x64
- Minimum: SSE2.
- Optional compile targets: SSE4.1, SSE4.2, AVX, AVX2, or AVX512.
- ARM32/ARM64
- NEON and FP16.
- ARM32 can be built without any special CPU extensions.
- Other Architectures
- RISC-V64/LoongArch64/PowerPC64LE support
Moss Framework is built around:
- Modularity — systems are independent and replaceable
- Performance — designed for real-time applications
- Portability — multiple platforms and architectures supported
- Low-level control — minimal abstraction overhead
- Scalability — from simple 2D games to complex 3D engines
- Fully stable rendering abstraction layer
- Expanded Vulkan and DirectX 12 backend support
- Physics engine stabilization
- Multiplayer networking stack
- Editor tooling (future)
- Asset pipeline system
- ECS architecture expansion
- C++ 17.
.
├─ docs/ # Documentation and developer guides
├─ examples/ # Example projects
├─ external/ # Third-party dependencies
├─ include/ # Public framework headers
├─ src/ # Core framework source code
├─ performance/ # Benchmarks and profiling tools
└─ test/ # Unit and integration tests
The project is distributed under the MIT license.