Linden Engine
Vulkan 1.3 • WebGPU 1.0 Laufzeit-Stack

Engine-Telemetrie & Hardware-Spezifikationen

Detaillierte Leistungskennzahlen, SIMD-Determinismus, Zero-Allocation-Limits und native Plattformziele.

Raster-BudgetSTABIL
16.6ms

Strikte Frame-Budget-Obergrenze. Gesperrt bei 60,0 FPS über WebGL 2.0- und WebGPU-Laufzeiten ohne Ruckler.

60,0 FPS FIXIERT0,02ms Jitter
KI-NeukompilierungHOTSWAP
92ms

Delta-Kompilierungslatenz. Zustandserhaltender AST-Baum-Austausch, der Physik-Transformationen und Puffer bewahrt.

Simulations-QAHEADLESS
1,400FPS

Geschwindigkeit der automatisierten Multi-Agenten-Gameplay-Bewertung. Läuft 23x schneller als Echtzeit für Verifikation.

HEADLESS-KAPAZITÄT92% GPU-LAST
ZeicheneffizienzATLASING
1PASS

Automatisches dynamisches 2D-Textur-Packing und instanzierte GPU-Mesh-Gruppierung zur Reduzierung des Draw-Overheads.

Ziel-Ökosystem

Plattform-Unterstützungsmatrix

Produktions-Builds laufen nativ und im Browser ohne Virtualisierungs-Leistungsverluste.

ZielplattformGrafik-APIShader-PipelineThreading-ModellPaketgrößeStatus
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-Brücke

Dual-Engine AST-Unterstützung

Kompiliert direkt in Godot 4.3+ Szenenstrukturen und Unity 6 URP-Assetformate.

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-Architektur

Kern-Subsystem-Invarianten

Tiefgehende Spezifikationen für Grafik, Physik, deterministische Zustände und Audio.

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

Direkte Shader-Pipeline-Ausgabe

Zwischencode-Ausgabe des Technischen Künstlers während der Shader-Generierung.

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);
}