技能潮 SkillTide 提交收录
官方说明开源项目5 天前
monstercameron/LibertyFlux

monstercameron/LibertyFlux

Grand Theft Auto IV's engine, being rewritten in Rust one function at a time by AI agents, for 64-bit Windows, Windows on ARM and macOS. Contains no game code or assets.
在 GitHub 查看 ↗直链 · 无中转页
★ 数取值
9 ★ · monstercameron/LibertyFlux · 取自 GitHub 搜索 API · (2026-10-16 20:00:20 核对)
来源明细
从该仓库的 GitHub 页面直接读取 · 条目类型:开源项目
收录与活跃
收录于 2026-10-12 · 最近见到 2026-10-12 · 共见到 1 次 · 被 1 个来源列出
评分构成
综合分 103 · 9 ★ · 1 个来源 · repo
常见问题(答案都来自我们的记录)
怎么安装?
我们【没有】从该仓库取到安装命令(我们的 install 覆盖率只有约 4%)。请看它的 README 或 releases 页。
它适合谁 / 用来做什么?
我们把它归在这些标签下: 开源项目。标签来自条目自身,不是我们强加的分类。
谁维护它、还在更新吗?
仓库 monstercameron/LibertyFlux;我们收录于 2026-10-12;最近见到 2026-10-12。这里没有"官方认证"或"质量评级"——我们只记录来源与时间。
第三方质量标记

LibertyFlux

以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →

Grand Theft Auto IV's engine, rewritten in Rust one function at a time, so the game can run as a
native 64-bit program on Windows, Windows on ARM and macOS.
**Project site: monstercameron.github.io/LibertyFlux**,
with the changelog and the
devlog.
> **Status: phase 3, rewriting.** The executable has been measured, the work queue and the checker
> are running, and agents are rewriting game functions in Rust. The badges above are generated from
> machine counts on every update. Every verified rewrite so far has been proven one function at a
> time against the original; none has yet run inside the game, which is the next gate.
Buy the game
LibertyFlux is not a way to get Grand Theft Auto IV for free, and it never will be. It contains none
of the game: no executable, no data, no assets. To use it you need a copy of the game that you paid
for.
- Buy it on Steam, from an authorised key seller, or
from a retailer.
- Do not use a pirated or cracked copy. This project does not support them, and issues about them
will be closed without an answer.
- This project will never distribute game files, keys, cracks or ways around the game's copy
protection. Contributions that do will be rejected.
The people who made the game should be paid for it.
Contents
- Buy the game
- Why
- Goals
- How it works
- What "verified" means, and what it does not
- What is in the repository, and what never is
- Roadmap
- Tracking progress
- Tools
- Repository layout
- Working on it
- Questions
- Projects this builds on
- Licence
- Legal
Why
The PC version of GTA IV is a 32-bit Direct3D 9 program from 2008. It submits draw calls on one
thread, ties parts of its physics and scripting to the frame rate, and misbehaves above 60 frames
per second. Community patches fix a great deal, but they cannot change what the program is.
A full rewrite can. Once every function has a Rust replacement, the engine can be built for 64-bit
processors, given a modern renderer, and taken to platforms the original never ran on.
Goals
| Platform | Graphics | Upscaling |
|---|---|---|
| Windows x64 | Vulkan, with Direct3D 12 optional | DLSS, FSR, XeSS |
| Windows on ARM | Vulkan | FSR |
| macOS on Apple silicon | MoltenVK, then native Metal | MetalFX |
The research behind this table, with links to each vendor's SDK and guides, is in
documentation/upscaling-and-frame-generation.md.
None of the following exists yet. These are the reasons for doing the work.
| What the rewrite makes possible | Detail | When |
|---|---|---|
| Hundreds of frames per second | The simulation runs at a fixed rate and the renderer draws as fast as the hardware allows, so physics and scripts behave the same at any speed | Phase 6 |
| Modern upscaling and frame generation | DLSS, FSR, XeSS and MetalFX behind one setting; the renderer is designed to produce the motion and depth data they need | Phase 7 |
| Path tracing | Bounced light, reflections and soft shadows | Stretch goal, after the new renderer |
| Native on three platforms | 64-bit Windows, Windows on ARM and macOS, with no emulation layer | Phases 5 and 6 |
| New gameplay and graphics | Any part of the engine can change: new mechanics, denser streets, longer draw distances, engine-level mods | Phase 7 |
| Nothing extra to install | No .NET, no launcher, no Visual C++ or DirectX runtime packages | Phase 5 |
| Old bugs become tests | The community's list of high-frame-rate bugs is the checklist the new simulation has to pass | Phase 6 |
How it works
AI agents do the rewriting. A machine check, not an agent's opinion, decides when a function is
finished.
1. **Measure.** Ghidra analyses the original program. Functions are counted, library code is set
aside, and class names are recovered from the type information the compiler left behind.
2. **Queue.** A script orders the functions from easiest to hardest and hands them out one at a
time. Agents never choose their own.
3. **Rewrite.** An agent studies the function's behaviour, with the nearest already-finished
functions as reference, and writes a Rust implementation.
4. **Compare.** The original function and the Rust version run side by side in a small 32-bit test
process, from the same inputs and starting memory. Their results, memory writes and outgoing calls
must agree.
5. **Swap in.** Accepted functions are loaded into the original game with an on/off switch each. If
来源
github · https://github.com/monstercameron/LibertyFlux
按领域浏览
开源项目
Traction
9 ★
收录于
5 天前

更多开源项目

查看开源项目全部 731 条 →

所属领域与标签

每个标签都能点进去看同类的全部条目。数字是当前库里的真实条数。

浏览全部领域 →

← 返回索引