# ALICE-SDF Architecture
## Module Structure
```
alice-sdf/
├── src/
│ ├── types/ # SdfNode enum, operations, transforms
│ ├── eval/ # Tree-walker evaluator
│ ├── compiled/ # Performance-critical execution paths
│ │ ├── mod.rs # CompiledSdf VM (flat instruction array)
│ │ ├── simd.rs # 8-wide SIMD batch evaluation
│ │ ├── jit/ # Cranelift JIT compiler
│ │ ├── wgsl/ # WGSL transpiler + GPU evaluator
│ │ ├── hlsl/ # HLSL transpiler (Unreal/DirectX)
│ │ └── glsl/ # GLSL transpiler (Unity/OpenGL)
│ ├── mesh/ # Mesh generation
│ │ ├── sdf_to_mesh.rs # CPU Marching Cubes
│ │ ├── gpu_marching_cubes.rs # GPU Marching Cubes (wgpu)
│ │ ├── dual_contouring.rs # Dual Contouring
│ │ ├── nanite.rs # Nanite-style LOD
│ │ └── lod.rs # LOD chain generation
│ ├── material.rs # PBR materials (metallic-roughness)
│ ├── collision.rs # Contact detection, manifold, CCD
│ ├── autodiff.rs # Dual numbers, curvature analysis
│ ├── animation.rs # Morph, keyframes, timeline
│ ├── neural.rs # Neural SDF (MLP approximation)
│ ├── interval.rs # Interval arithmetic for pruning
│ ├── constraint.rs # Gauss-Newton constraint solver
│ ├── sdf2d.rs # 2D SDF primitives
│ ├── shell.rs # Shell/offset operations
│ ├── diff.rs # Tree diffing/patching
│ ├── ffi/ # C ABI bindings
│ └── python/ # PyO3 bindings
├── examples/ # Runnable examples
├── benches/ # Criterion benchmarks
├── bindings/ # C# (Unity) bindings
├── unreal-plugin/ # UE5 plugin source
└── vrchat-package/ # VRChat/UdonSharp package
```
## Evaluation Pipeline
```
SdfNode (tree)
|
|--> eval() Direct tree-walk (simple, flexible)
|
|--> CompiledSdf Flat instruction array (cache-friendly)
| |--> eval_compiled() Single point
| |--> eval_compiled_8wide() 8 points (SIMD)
| +--> eval_compiled_rayon() Parallel batch
|
|--> JIT (cranelift) Native machine code (fastest single-point)
|
|--> GpuEvaluator WebGPU compute shader (millions of points)
|
+--> Transpile Shader source code output
|--> WGSL WebGPU
|--> HLSL DirectX / Unreal Engine
+--> GLSL OpenGL / Unity
```
## Performance Tiers
| eval() | ~200ns | ~5M pts/s | Editing, debugging |
| eval_compiled() | ~50ns | ~20M pts/s | Real-time single query |
| eval_compiled_8wide() | ~80ns/8pts | ~100M pts/s | Batch CPU evaluation |
| JIT | ~30ns | ~30M pts/s | Hot-path single query |
| GPU | ~10ms setup | ~1B pts/s | Massive parallel eval |
## Game Engine Integration
```
+--- FFI (.h) --> C/C++ (native)
|
alice-sdf (Rust) ---+--- FFI (.cs) --> Unity (C# P/Invoke)
|
+--- HLSL --> Unreal Engine compute shader
|
+--- UdonSharp --> VRChat (C# codegen)
```