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Li World Studio & Li Engine — master vision

Status: Vision / master plan (execution started 2026-05)

Audience: Architects, agents, contributors

Syntax: Li uses Python-style def for functions (not proc). Contracts: requires / ensures / decreases unchanged.

Related: WORLD-STUDIO-MASTER-PLAN.md (production hub — modes, agents, canvas, exports), GAME_DEV.md, PH-world-studio-program.md, competitive-landscape.md, specs/, philosophy.md, master plan


1. One-sentence vision

Li World Studio is an agent-native, provably correct platform on Li Engine: one runtime for games, simulation (RL, automotive, robotics, additive manufacturing, scientific/engineering, AI drug design), with killer UI/UX, publication-grade export, and Cursor SDK agents — while lic build keeps proof first.


2. Design north star

| Pillar | Meaning |

|--------|---------|

| One engine | Same li-world · li-scene · li-physics-* · li-render — no CARLA/GROMACS/slicer forks |

| AI-first | Local models default; agents via MCP + @cursor/sdk |

| Killer UX | 60 fps, adaptive layouts, ≤3 clicks for primary flows (PH-UX) |

| Research + ship | Deterministic replay, repro bundles, li-player for games |

| Read like Python | def, import, prose names — philosophy.md |

Classic engine contrast:

| Classic | Li |

|---------|-----|

| Hidden binary scenes | world.li + assets (git-diffable) |

| AI bolt-ons | Agents = first-class users |

| CUDA-only ML | CUDA + ROCm/HIP (PH-HW) |

| Sim ≠ game | Profiles on one engine (PH-SIM) |


3. Current baseline (lic repo)

| Layer | Package | Maturity |

|-------|---------|----------|

| Math / numerics | li-math, li-math-numerics | Expand |

| Physics | li-physics-*, li-physics-runtime | Tier-2 benches |

| Scene / UI | li-scene, li-ui | Stubs → studio chrome |

| Gameplay chem | physics.chem | Reactions stub — not QM |

| Compiler | lic | Proof, MIR, LLVM 22; def in all new code/docs; parser legacy bare proc only (do not teach) |

| Agents | li-httpd, lis, .cursor rules | Wire to studio MCP |

Gaps: li-studio, li-sim, li-chem, li-voxel, li-render, viewport, MCP li-engine, export/print pipelines.


4. Target architecture

┌──────────────────────────────────────────────────────────────────────────┐

│  li-studio — killer UX, studio.adaptive, studio.publish, command palette │

│  li-studio-ai + @cursor/sdk (PH-AGENT)                                    │

├──────────────────────────────────────────────────────────────────────────┤

│  RUNTIME PROFILES: game | sim_rl | sim_automotive | sim_robotics |       │

│    sim_additive | sim_scientific | sim_drug_design                        │

├──────────────────────────────────────────────────────────────────────────┤

│  Li Engine: li-world · li-scene · li-assets · li-physics-* · li-render   │

│             li-voxel (PH-VOXEL) · li-sim (step/replay/sensors)            │

├──────────────────────────────────────────────────────────────────────────┤

│  Domain packs: automotive · robotics · additive · scientific · drug       │

│  li-chem (DFT/TDDFT/AI) · li-ml (async JobGraph)                          │

├──────────────────────────────────────────────────────────────────────────┤

│  lic build (proof) · PH-PORT targets · PH-HW CUDA/HIP/LKIR                │

└──────────────────────────────────────────────────────────────────────────┘

Project files: world.li + assets/ + studio.toml + optional compliance.toml (CRITICAL packages).


5. Runtime profiles (PH-SIM)

One sim.step / game_step family — not duplicate physics.

| Profile | Use | Domain packs |

|---------|-----|----------------|

| game | Ship via li-player | — |

| sim_rl | Async env pools → engine tick | PH-ML |

| sim_automotive | Driving, sensors, maps | li-sim-automotive |

| sim_robotics | Arms, mobile, factory cells | li-sim-robotics |

| sim_additive | AM sim + export to printer | li-sim-additive, sim.export.print |

| sim_scientific | CFD, chem MD, heat, orbital | li-sim-scientific, sim.viz |

| sim_drug_design | Lab-in-the-Loop, adaptive GUI | li-sim-drug-design, li-chem |

[engine]

profile = "sim_additive"

domain = "metal_am"

determinism_tier = 2



[engine.export]

formats = ["3mf", "gcode"]

printer_profile = "profiles/bambu_x1c.toml"

require_sim_pass = true

RFC: li-engine-unified-sim-rfc.md


6. PH-GD — World Studio editor (game authoring)

| Phase | ID | Deliverable |

|-------|-----|-------------|

| 0 | PH-GD-0 | This doc + RFC index |

| 1 | PH-GD-1 | li-studio MVP: viewport, outliner, play/pause |

| 2 | PH-GD-2 | li-world, save/load text |

| 3 | PH-GD-3 | li-studio-ai, apply_patch loop |

| 4 | PH-GD-4 | glTF, studio.gen hooks |

| 5 | PH-GD-5 | li-render PBR-lite |

| 6 | PH-GD-6 | Scale: fluids, streaming |

| 7 | PH-GD-7 | li-player publish |

Example ( def syntax )

def game_step(world: GameWorld, input: InputState) -> unit

  requires world.time >= 0.0

  ensures player_alive(world) or world.game_over

  decreases world.tick_budget

=

  studio_poll_input(input)

  physics_step(world.physics, world.dt)

  world.tick_budget = world.tick_budget - 1

7. Module plan — new packages

| Import | Repo | Track |

|--------|------|-------|

| studio | li-studio | PH-GD, PH-UX |

| studio.adaptive | (studio) | PH-DRUG, PH-UX |

| studio.publish | (studio) | PH-PUB |

| studio.ai | li-studio-ai | PH-GD-3, PH-AGENT |

| world | li-world | PH-GD-2 |

| assets | li-assets | PH-GD-4 |

| render | li-render | PH-GD-5, PH-SCI |

| player | li-player | PH-GD-7 |

| sim | li-sim | PH-SIM |

| sim.automotive | li-sim-automotive | PH-SIM |

| sim.robotics | li-sim-robotics | PH-ROBO |

| sim.additive | li-sim-additive | PH-AM |

| sim.scientific | li-sim-scientific | PH-SCI |

| sim.drug_design | li-sim-drug-design | PH-DRUG |

| chem / chem.dft | li-chem | PH-QM |

| voxel | li-voxel | PH-VOXEL |

| ml | li-ml | PH-ML |

| lig | lig | PH-HW |


8. AI-first workflows

User prompt → studio.ai / Cursor SDK → world.apply_patch

  → lic check (JSON diagnostics) → lic build → viewport / sim / export

Cursor SDK: @cursor/sdk local + cloud; MCP server lis mcp li-engine. RFC: studio-cursor-sdk-rfc.md

Spin-up templates: game, sim_rl, sim_automotive, sim_robotics, sim_additive, sim_scientific, sim_drug_design.


9. Additive manufacturing (PH-AM)

Simulate and manufacture:

  1. Engineer mesh in scene

  2. Thermal/warp sim (heat_equation, proved bounds)

  3. Optional warp compensation

  4. Export STL / 3MF / G-code

  5. Send to printer (OctoPrint-class, trusted)

RFC: li-sim-additive-rfc.md


10. Robotics (PH-ROBO)

Manipulators, mobile bases, digital twins on same rigid-body stack as games. Optional ROS2 bridge (trusted). RL via sim_rl + sim.step.

RFC: li-sim-robotics-rfc.md


11. Scientific & engineering sim (PH-SCI)

Graphical CFD, MD (md_lennard_jones), heat, fluids, orbital — li-physics-* + sim.viz. Tier-2 benches run in the engine viewport.

RFC: sim-viz-scientific-rfc.md


12. AI drug design (PH-DRUG)

Roche Lab-in-the-Loop–class workflow: hypothesis → generate → DFT/TDDFT (li-chem) → lab ingest → retrain. studio.adaptive panels by stage/role.

RFC: drug-design-lab-loop-rfc.md


13. Quantum chemistry — li-chem (PH-QM)

Separate from gameplay physics.chem.

import chem.dft



def benzene_energy() -> float

  requires geom_valid(benzene_ring())

=

  chem.dft.run(method = "rks", basis = "def2-svp", geometry = benzene_ring(), backend = "auto").total_energy

| Module | Methods |

|--------|---------|

| chem.abinitio | HF, MP2 (staged) |

| chem.dft | Ground-state DFT |

| chem.tddft | Excited states |

| chem.ml | AI surrogates (PH-ML) |

Backends: native Li → GPU/LKIR → trusted ORCA/Psi4. RFC: li-chem-qm-rfc.md


14. Voxels (PH-VOXEL)

Unified VoxelGrid for games (blocks), AM (powder bed), engineering grids, scientific fields, QM density.

RFC: voxel-engine-rfc.md


15. Publication export (PH-PUB)

Paper-ready figures (SVG, PDF, 300+ dpi PNG) and data (HDF5, CSV, VTK) + reproducibility bundle.

# conceptual API

# studio.publish.figure(path = "figures/fig1.svg", template = "nature_single_column")

# studio.publish.bundle(path = "publish.zip")

RFC: publication-export-rfc.md


16. ML / RL async (PH-ML)

Four parallelism axes: sample (env pools), host prefetch, GPU streams, cluster (Triton-distributed–class). Default ml.runtime.mode = "async_parallel".

RFC: ml-async-parallel-rfc.md


17. PH-UX — killer UI/UX

| Target | Metric |

|--------|--------|

| Viewport | ≥60 fps |

| Panel switch | <100 ms |

| AM export | ≤3 clicks |

| a11y | WCAG 2.2 AA chrome |

| Design system | studio.design tokens |

RFC: studio-ux-design-system-rfc.md


18. PH-AGENT — Cursor SDK + MCP

| Tool (examples) | Action |

|-----------------|--------|

| world_scaffold | New project from template |

| sim_set_profile | Switch engine profile |

| lic_check / lic_build | Proof gate |

| am_export_print | Export to printer |

| chem_dft_run | Queue QM job |

| publish_bundle | Repro archive |

| studio_adaptive_layout | Drug/role layouts |


19. PH-HW — lig, multi-vendor GPU, LKIR

| Backend | Use |

|---------|-----|

| lig.present / wgpu | Viewport (all vendors) |

| CUDA | NVIDIA (lig.device) |

| ROCm/HIP | AMD (peer, not afterthought) |

| Metal | Apple Silicon / macOS |

| LKIR | Li Kernel IR under packages/lig/lkir/ → CUDA/HIP/Metal/SPIR-V |

Import: import lig (replaces import gpu / package li-gpu).

Portability: lic build --target <triple> — RFC: portable-targets-rfc.md, lig-rfc.md


20. PH-COMPLY — critical packages

| Tier | Packages |

|------|------------|

| CRITICAL | lic, li-chem, li-sim-drug-design, li-sim-additive, studio.publish |

| IMPORTANT | li-ml, li-sim, lig |

CRITICAL: traceability PKG-*, SBOM, export audit log. RFC: critical-package-compliance-rfc.md


21. Technology choices

| Concern | Choice |

|---------|--------|

| Viewport | wgpu / Vulkan / Metal |

| UI | Extend li-ui (immediate mode, agent-readable) |

| GPU ML | LKIR + optional Triton; ROCm + CUDA |

| Agents | MCP + @cursor/sdk |

| Syntax | def + contracts |

| Assets | glTF primary |


22. Success metrics (rollup)

| Area | Target |

|------|--------|

| Game | Text → playable <5 min (local 8B) |

| UX | SUS ≥75; 60 fps viewport |

| Sim | One world.li across game + sim profiles |

| AM | Sim pass → export 3MF/G-code |

| Drug | Lab-in-the-loop demo + adaptive stages |

| QM | DFT smoke + optional Psi4 parity bench |

| Publish | SVG + HDF5 + repro bundle |

| Agents | 70% fix-rate on curated lic check prompts |

| Compliance | CRITICAL packages SBOM in CI |


23. Immediate actions

  1. Land RFC stubs under specs/ (this execution).

  2. Tracker: PH-world-studio-program.md.

  3. Update li-world-studio-vision.mdc.

  4. Scaffold li-studio after GD-1 approval (separate PR).

  5. Do not use li-demo for studio features.


24. RFC index

| RFC | Track |

|-----|-------|

| li-engine-unified-sim-rfc.md | PH-SIM |

| studio-cursor-sdk-rfc.md | PH-AGENT |

| studio-ux-design-system-rfc.md | PH-UX |

| li-sim-additive-rfc.md | PH-AM |

| li-sim-robotics-rfc.md | PH-ROBO |

| sim-viz-scientific-rfc.md | PH-SCI |

| drug-design-lab-loop-rfc.md | PH-DRUG |

| li-chem-qm-rfc.md | PH-QM |

| voxel-engine-rfc.md | PH-VOXEL |

| publication-export-rfc.md | PH-PUB |

| ml-async-parallel-rfc.md | PH-ML |

| portable-targets-rfc.md | PH-PORT |

| lig-rfc.md | PH-HW |

| critical-package-compliance-rfc.md | PH-COMPLY |

Maintainers: Quarterly SOTA review; keep in sync with Cursor plan artifact world_studio_amd_port_be6fdf4f.plan.md.