Linden Engine
Vulkan 1.3 • WebGPU 1.0 运行时栈

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。

光栅化预算稳定
16.6ms

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。

60.0 FPS 帧率锁定0.02ms 抖动
AI 重新编译热更替
92ms

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。

仿真 QA 验证无头模式
1,400FPS

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。

无头模式吞吐92% GPU 负载
绘制效率图集打包
1通道

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。

目标生态系统

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 2.0WGSL via Tint TranspilerWeb Workers + Wasm SIMD11.8 MB (brotli)PRODUCTION
Windows x64 / ARM64Windows 10, Windows 11
Vulkan 1.3 / DirectX 12Direct SPIR-V to DXILJobSystem (Native Threads)24.2 MB portablePRODUCTION
macOS (Apple Silicon M1-M4)macOS 12.0+ Monterey
Metal 3.1 (via MoltenVK)SPIR-V-Cross to MSLGrand Central Dispatch (GCD)21.5 MB universalPRODUCTION
Linux & SteamOS (Deck)Proton validated / Native ELF
Vulkan 1.3 NativeNative SPIR-V 1.6POSIX Threads / Epoll IO22.1 MB AppImageVERIFIED
iOS & AndroidiOS 16+ / Android API 30+
Metal 2.0 / Vulkan 1.2 MobileDynamic AOT Pre-bakeMobile Background Worker18.4 MB AAB / IPAPREVIEW
原生引擎桥接

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 Pipeline
Full Tier 1

Complete two-way bindings. Direct node-tree generation, visual scene graphs, GDScript transpilation, and native GDExtension C++ bindings.

支持的特性:
Native 2D & 3D dual rendering pipelineGDExtension C++ dynamic hot-linkingDirect .tscn / .tres file serializationGDScript LLM linting & dynamic typing checks
MainScene.gd@tool
extends CharacterBody2D
@export var speed: float = 320.0
# Transpiled in 4ms

Unity 6

Bridge Preview
BETA v0.9

Autonomous conversion bridge converting Linden procedural entities into C# MonoBehaviours and Unity Prefab hierarchies with URP support.

支持的特性:
C# script export with Roslyn syntax validationUnity Package Manager (UPM) live syncUniversal Render Pipeline (URP) material mappingDOTS / ECS generator (Roadmap Q3)
BridgeSync.csUPM
public class ProceduralBridge : MonoBehaviour
{ [SerializeField] LindenActor actor; }

Custom Wasm Core

In-Browser VM
Zero-Install

Lightweight compiled WebAssembly sandbox executing games instantly inside web browsers, mobile viewports, or embedded terminal panes.

支持的特性:
Single-threaded SIMD & multi-threaded SharedArrayBufferInstant playable iframe embeds under 12 MB binaryDeterministic frame snapshots for multiplayer rollbackGamepad API & WebAudio hardware passthrough
linden.wasmSIMD-128
const runtime = await Linden.init({
  canvas: document.getElementById('viewport')
});
子系统架构

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 Simulation

Continuous collision detection (CCD) with deterministic arithmetic across architectures. Includes 3D ray-cast spatial partitioning through BVH accelerated trees.

SIMD DETERMINISM
Tick Rate60.0000 Hz Fixed
Max Rigid Bodies16,384 instances
Sub-steppingUp to 8 substeps

SPIR-V & GLSL Pipeline

Real-Time Intermediate Representation

Prompt-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.

JIT TRANSPILER
IR TargetVulkan SPIR-V 1.6
Web MappingWebGPU WGSL v1
LLM VerificationSyntax Tree Static Check

Polyphonic Spatial Audio

3D Attenuation & Synthesis

Low-latency procedural audio engine with WebAudio fallback. Real-time HRTF 3D panning, Doppler shift computation, and dynamic acoustic occlusion convolution.

DSP & SPATIAL
Sample Rate48.0 kHz / 24-bit Float
Audio Latency5.3 ms (Native ASIO)
Polyphony Limit128 Concurrent Voices
GLSL / SPIR-V

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。

emission_stage_spirv.glsl
// 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);
}