Engine-Telemetrie & Hardware-Spezifikationen
Detaillierte Leistungskennzahlen, SIMD-Determinismus, Zero-Allocation-Limits und native Plattformziele.
Strikte Frame-Budget-Obergrenze. Gesperrt bei 60,0 FPS über WebGL 2.0- und WebGPU-Laufzeiten ohne Ruckler.
Delta-Kompilierungslatenz. Zustandserhaltender AST-Baum-Austausch, der Physik-Transformationen und Puffer bewahrt.
Geschwindigkeit der automatisierten Multi-Agenten-Gameplay-Bewertung. Läuft 23x schneller als Echtzeit für Verifikation.
Automatisches dynamisches 2D-Textur-Packing und instanzierte GPU-Mesh-Gruppierung zur Reduzierung des Draw-Overheads.
Plattform-Unterstützungsmatrix
Produktions-Builds laufen nativ und im Browser ohne Virtualisierungs-Leistungsverluste.
| Zielplattform | Grafik-API | Shader-Pipeline | Threading-Modell | Paketgröße | Status |
|---|---|---|---|---|---|
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 |
Dual-Engine AST-Unterstützung
Kompiliert direkt in Godot 4.3+ Szenenstrukturen und Unity 6 URP-Assetformate.
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')
});Kern-Subsystem-Invarianten
Tiefgehende Spezifikationen für Grafik, Physik, deterministische Zustände und Audio.
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.
Direkte Shader-Pipeline-Ausgabe
Zwischencode-Ausgabe des Technischen Künstlers während der Shader-Generierung.
// 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);
}