Adding a runtime engine that can run across CPU and GPU architectures where the game files can run in so its truly cross platform

Could you guys build something like this : # GOSR (Game Operating System Runtime) - Technical Specification

Overview

GOSR is a modular, system-level runtime designed to revolutionize how games run across all platforms. It abstracts away hardware and OS fragmentation, enabling consistent, fast, and secure gameplay with dynamic hot-swapping, peer-to-peer networking, real-time updates, and AI-native capabilities.

GOSR is not a game engine — it’s a game runtime platform. Unlike engines such as Unity or Unreal, which provide tools for asset creation, scripting, physics, and rendering pipelines within individual games, GOSR functions more like a shared operating layer beneath the engine. It provides standardized services such as graphics abstraction, hot-swappable module loading, P2P networking, voice and stream handling, security/cert validation, and moderation infrastructure. Game engines (or even raw codebases) plug into GOSR and build on top of it. Think of it like the JVM for games or like SteamOS but deeply integrated across runtime, networking, and distribution. It doesn’t replace engines — it empowers them by offloading low-level concerns and providing a consistent, secure, cross-platform runtime environment.

many modern engines like Unity, Unreal, and Godot already provide abstraction layers over platform-specific graphics APIs. However, GOSR’s approach differs in scope, placement, and purpose:
Traditional engines abstract at the engine level, meaning each game must embed its own runtime, manage updates per title, and reimplement optimization strategies independently. GOSR, on the other hand, aims to elevate that abstraction to the system layer — a shared runtime across all games. This allows:
Global optimizations (e.g., batching across modules or games),
Real-time hot-swapping of graphical modules without restarting the engine,
Uniform GPU scheduling via vendor-provided micro-drivers,
Consolidated AI/voice/modding/network support across games,
And critically, modular updates and rollback at the runtime level, not per-game.

Feature / Layer Traditional Game Engines (Unity, Unreal, Godot) GOSR (Game Operating System Runtime)
:video_game: Runtime Deployment Per game (embedded engine/runtime) Shared system runtime used by all games
:brick: Graphics Abstraction Yes, via engine APIs mapped to DX12/Vulkan/etc Yes, but unified across all games with vendor micro-drivers
:repeat_button: Module Hot-Swapping Rare, typically requires restart Built-in hot-swapping at system level, safe rollback supported
:brain: AI Integration Hand-rolled by developers or via plugins Built-in LLM/NPC/MapGen framework, optimized for low latency
:globe_with_meridians: Networking Custom per game, server/client model dominant Sharded P2P mesh networking handled by runtime
:toolbox: Modding Game-specific; security handled inconsistently Sandbox enforced by GOSR, access controls built-in
:studio_microphone: Voice & Streaming External SDKs (e.g. Vivox, OBS) Native, encrypted voice & real-time stream capture baked in
:shield: DRM / Entitlements Game-specific, vulnerable to patching/modding Central certificate & secure module store with rollback/revocation
:puzzle_piece: Developer Burden Full engine customization and feature ownership Just build content; GOSR handles platform, optimization, updates
:laptop: Console/Platform NDA Restrictions Engine often tailored to console SDKs GOSR requires vendor micro-driver cooperation, abstracted layers
:counterclockwise_arrows_button: Update Strategy Game-level patching Background streaming module updates with dependency awareness
:brain: Resource Sharing Each game schedules separately Global GPU/resource coordination across all running modules
:bullseye: Target Audience Individual games or studios Entire gaming ecosystem; engine-agnostic infrastructure

Goals

  • Enable universal compatibility across CPU architectures (ARM, x86, etc.)
  • Eliminate downtime via modular hot-swapping updates
  • Improve accessibility for smaller studios
  • Support peer-to-peer networking with shard logic for massive multiplayer experiences
  • Embed anti-piracy, moderation, and AI tools at the system layer
  • Abstract rendering, input, voice, and streaming away from native APIs

Architecture

Key Components

:brain: Module Loader + Hot Swapper

  • Game content split into GOSR Modules (.gmod)
  • Versioned and dependency tracked
  • Hot-swapped at runtime, rollback safe
  • Streams downloads while game is running
  • Old versions quarantined until verified
  • Supports live-patching without interrupting gameplay
  • Dependency graph ensures all submodules are compatible before switching

:video_game: Graphics Abstraction Layer

Design

The Graphics Abstraction Layer (GAL) serves as a translation and orchestration layer between game logic and platform-specific GPU APIs. It provides a unified rendering API for all games, eliminating the need for developers to write platform-specific rendering code.

Workflow

  1. Games call the GOSR unified graphics API.
  2. GAL converts calls into platform-specific API instructions (DirectX12, Vulkan, Metal, WebGPU).
  3. Commands are batched and queued for optimal GPU submission.
  4. GPU vendors provide a minimal tuning driver responsible only for translating GAL ops to hardware-specific instructions.

Responsibilities

Stakeholder Responsibility
GOSR Team Design and maintain IRenderer interface and abstraction logic
Game Developer Write against GOSR Graphics API only
GPU Vendor Provide micro-drivers to translate GAL ops to native GPU commands
OS Vendor Expose minimal GPU resources and scheduling APIs

Features

  • Zero-copy render pipeline with frame batching
  • Built-in support for streaming texture formats
  • Temporal upscaling and DLSS-like hooks
  • Internal render graph optimizer

Diagram: Frame Render Lifecycle

:globe_with_meridians: P2P Networking & Sharding

  • World divided into micro-shards (regional cells)
  • Only adjacent shards communicate directly
  • Shards replicate across peers based on reliability and latency
  • Redundant nodes hold backup state
  • DDoS mitigation by offloading load and dynamically re-sharding
  • Connection priority assigned via adaptive quality-of-service metrics
  • Bandwidth managed via predictive throttling

:locked_with_key: Security & Certificate Layer

  • All GOSR modules cryptographically signed
  • Signed content linked to developer identity
  • Purchase receipts and entitlement certs stored per-user
  • Secure Module Store protects user items
  • DRM logic is centralized and cannot be bypassed by modded clients
  • Certificates can be revoked in case of compromise

:dna: AI Runtime Integration

  • Built-in hooks for:
    • LLM-powered NPC dialog
    • AI-assisted map generation
    • Dynamic quest logic
  • Uses AI modules deployable on-device or streamed
  • Fast lane access to hardware-accelerated AI cores
  • Sandboxable prompts with embedded safety tokens
  • Real-time prompt tuning based on user behavior

:studio_microphone: Voice + Stream Engine

  • Captures render frames before GPU final output
  • Transmits compressed H.264/AV1 to Twitch/YouTube or disk
  • P2P mesh voice relaying (proximity-based)
  • Voice chat encrypted, obfuscated against man-in-the-middle
  • Developer opt-in SDK for audio filters and watermarking

:thread: Modding Sandbox

  • Developer-defined mod API surface
  • Mods run in sandboxed thread-space
  • Mods verified and versioned with rollback support
  • Can only call exposed whitelisted interfaces
  • Zero access to DRM, AI prompts, certs, or P2P layer
  • Mods hot-swappable at runtime, like .gmods

:police_officer: Moderation Mesh

  • Moderation is decentralized
  • Moderation power is trust-weighted based on past actions
  • Every game can define its moderation policy schema
  • Global abuse database tracks pattern behavior
  • Developers not liable for user-led moderation under fair-play clause

Update Flow

Next Steps

  • Implement GOSR simulation kernel in Rust
  • Create GOSR .gmod packager CLI
  • Build testbed demo game
  • Reach out to chip vendors and indie studios