Platformspreview
Where moxzi.game tools and games run in this developer preview, and what isn't supported yet.
moxzi.game is a developer preview. The tools you can install run on Apple Silicon Macs.
The installable tools#
| Platform | moxzi-game | moxzi-player |
|---|---|---|
| macOS, Apple Silicon | Yes | Yes |
| macOS, Intel | No | No |
| Linux | No | No |
| Windows | No | No |
run-headless needs no display or GPU, so you can run game simulations in CI on an Apple Silicon Mac runner.
Where games can run#
| Target | Status |
|---|---|
macOS window (moxzi-player) | Supported |
| iPhone (arm64, iOS 17 or later) | Works, but the exporter isn't part of the installable tools yet |
| Chrome and Firefox desktop, with WebGPU | Experimental, Pong-sized games only. The exporter isn't part of the installable tools yet |
| iPad, Android, Safari, mobile browsers | Not supported |
| The Internet Computer | Not a target for games. A game can call canisters with ic-agent |
Performance#
The player runs the simulation on its own thread and interpolates between ticks, so the frame rate doesn't depend on simulation_hz. How many actors a game can run depends on the device and on how much each tick does. Lanternfall, the largest test game, runs about 2,000 actors on an iPhone 16 Pro Max at around 36 frames per second; sustained 60 fps with that many actors isn't achieved yet.
Each call into a game actor is limited to 20 million instructions by default (--message-fuel changes it). A call that exceeds the limit traps and is rolled back.
Not in this preview#
- An editor or scene designer.
- Physics, navigation or animation systems. Write movement and collision in Motoko.
- Textures, skinned meshes, music and compressed audio.
- Multiplayer networking.
- Save migration between builds.
- App Store distribution.