module Docs::A_ARCHITECTURE

Overview

A. Dual-Paradigm Architecture

LibGodot for Crystal is designed around a dual-paradigm architecture that provides both rapid, hot-reloading in-editor game development and lean, standalone native executable production shipping:

  1. Mode A: GDExtension In-Editor / Runner Paradigm (game.dll + crystal_bridge.dll)
  2. Mode B: Standalone LibGodot Host Paradigm (game.exe + libgodot.dll)

Mode A: GDExtension In-Editor Workflow

Used when creating games inside the Godot Editor 4.8+ (make editor) or running via the Godot engine binary (make run).

In this mode:


Mode B: Standalone LibGodot Host Paradigm

Used for standalone shipping builds (make game_exe), embedded deployments, or CI test runners.

In this mode:


Comparison Table

Feature Mode A (GDExtension Bridge) Mode B (Standalone LibGodot)
Host Process Godot Engine (godot.exe) Crystal Executable (game.exe)
Shared Libraries crystal_bridge.dll, game.dll libgodot.dll
Godot Editor Full support (Inspector, Node tree, F1 Help) Headless or embedded window
Hot Reloading Live shadow reload on F5 / F6 Recompilation of executable required
GC Bootstrapping Initialized by C++ bridge (GC_init) Initialized natively by Crystal CRT
Target Use-Case Development, editing, prototyping Standalone production distribution

Defined in:

libgodot/docs.cr

Class Method Summary

Class Method Detail

def self.overview : String #

Dummy method for documentation visibility


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