引擎遥测与硬件技术规格
深度性能指标、SIMD确定性上限、零分配内存约束与多平台原生编译矩阵。
严格的帧预算上限。在 WebGL 2.0 和 WebGPU 运行时环境中锁定 60.0 FPS,无任何卡顿。
增量编译延迟。状态保持的 AST 语法树置换,完整保留物理变换和玩家数据缓冲。
多智能体自动游戏玩法评估速度。以超过实时速度 23 倍的高速运行生成式验证。
运行时 2D 纹理自动动态打包与 GPU 实例化网格合并,大幅削减绘制开销。
多平台目标适配矩阵
生成工程在原生操作系统与网页端流畅运行,无任何运行时虚拟化损耗。
| 目标平台 | 图形 API | 着色器管线 | 线程模型 | 包体大小 | 状态 |
|---|---|---|---|---|---|
Web / Modern BrowsersChrome 113+, Safari 18+, FF 120+ | WebGPU / WebGL 2.0 | WGSL via Tint Transpiler | Web Workers + Wasm SIMD | 11.8 MB (brotli) | PRODUCTION |
Windows x64 / ARM64Windows 10, Windows 11 | Vulkan 1.3 / DirectX 12 | Direct SPIR-V to DXIL | JobSystem (Native Threads) | 24.2 MB portable | PRODUCTION |
macOS (Apple Silicon M1-M4)macOS 12.0+ Monterey | Metal 3.1 (via MoltenVK) | SPIR-V-Cross to MSL | Grand Central Dispatch (GCD) | 21.5 MB universal | PRODUCTION |
Linux & SteamOS (Deck)Proton validated / Native ELF | Vulkan 1.3 Native | Native SPIR-V 1.6 | POSIX Threads / Epoll IO | 22.1 MB AppImage | VERIFIED |
iOS & AndroidiOS 16+ / Android API 30+ | Metal 2.0 / Vulkan 1.2 Mobile | Dynamic AOT Pre-bake | Mobile Background Worker | 18.4 MB AAB / IPA | PREVIEW |
双引擎 AST 语法树原生支持
直接编译为 Godot 4.3+ 场景结构与 Unity 6 URP 预制体资源。
Godot 4.3+
Native Core PipelineComplete two-way bindings. Direct node-tree generation, visual scene graphs, GDScript transpilation, and native GDExtension C++ bindings.
extends CharacterBody2D
@export var speed: float = 320.0
# Transpiled in 4msUnity 6
Bridge PreviewAutonomous conversion bridge converting Linden procedural entities into C# MonoBehaviours and Unity Prefab hierarchies with URP support.
public class ProceduralBridge : MonoBehaviour
{ [SerializeField] LindenActor actor; }Custom Wasm Core
In-Browser VMLightweight compiled WebAssembly sandbox executing games instantly inside web browsers, mobile viewports, or embedded terminal panes.
const runtime = await Linden.init({
canvas: document.getElementById('viewport')
});核心子系统不变量
针对图形渲染、物理仿真、确定性状态机与音频合成的底层规格定义。
Godot Physics 2D/3D
Fixed Delta Time SimulationContinuous collision detection (CCD) with deterministic arithmetic across architectures. Includes 3D ray-cast spatial partitioning through BVH accelerated trees.
SPIR-V & GLSL Pipeline
Real-Time Intermediate RepresentationPrompt-generated HLSL or Godot shading language (GDSL) is compiled into binary SPIR-V in the background and converted to WGSL or Metal Shading Language dynamically.
Polyphonic Spatial Audio
3D Attenuation & SynthesisLow-latency procedural audio engine with WebAudio fallback. Real-time HRTF 3D panning, Doppler shift computation, and dynamic acoustic occlusion convolution.
原始着色器管线输出
技术美术智能体在材质生成周期中直接输出的中间代码结构。
// Linden SPIR-V Shader Intermediate Representation
#version 450
layout(location = 0) in vec2 inTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform FrameUniforms {
mat4 projection;
float time;
vec2 viewport_resolution;
} ubo;
void main() {
vec2 st = inTexCoord;
float wave = sin(st.x * 12.0 + ubo.time * 2.5) * 0.05;
outColor = vec4(st.x, st.y + wave, 1.0 - st.x, 1.0);
}