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LindenEngine
Vulkan 1.3 • WebGPU 1.0 Runtime Stack

Engine Telemetry & Hardware Specifications

Deep performance metrics, SIMD determinism ceilings, zero-allocation memory constraints, and native platform target matrices.

Raster BudgetSTABLE
16.6ms

Hard frame-budget ceiling. Locked at 60.0 FPS across WebGL 2.0 and WebGPU runtime contexts with zero jank.

60.0 FPS FRAME-LOCKED0.02ms Jitter
AI RecompileHOTSWAP
92ms

Delta compilation latency. State-preserved AST tree swap preserving physics transforms and player buffers.

Simulation QAHEADLESS
1,400FPS

Automated multi-agent gameplay evaluation speed. Runs 23x faster than real-time for generative validation.

HEADLESS CAPACITY92% GPU LOAD
Draw EfficiencyATLASING
1PASS

Automatic runtime 2D texture dynamic packing and instanced GPU mesh grouping reducing draw overhead.

Target Ecosystem

Multi-Platform Target Matrix

Production builds execute across native and browser environments with zero runtime virtualization penalty.

Target PlatformGraphics APIShader PipelineThreading ModelBundle SizeStatus
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
Native Engine Bridge

Dual-Engine AST Support

Linden compiles directly to native Godot 4.3+ scene structures and Unity 6 URP asset formats.

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.

Supported Features:
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.

Supported Features:
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.

Supported Features:
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')
});
Subsystem Architecture

Core Subsystem Invariants

Detailed specifications for graphics, physics, deterministic state, and audio synthesis pipelines.

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

Raw Shader Pipeline Emission

Direct intermediate representation emitted by the Technical Artist agent during shader generation cycles.

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);
}