2023-01-12 20:49:14 +01:00
|
|
|
|
2022-03-18 17:46:08 +01:00
|
|
|
|
|
|
|
Introduction to Godot development
|
|
|
|
=================================
|
|
|
|
|
|
|
|
This page is meant to introduce the global organization of Godot Engine's
|
|
|
|
source code, and give useful tips for extending/fixing the engine on the
|
|
|
|
C++ side.
|
|
|
|
|
|
|
|
Architecture diagram
|
|
|
|
--------------------
|
|
|
|
|
|
|
|
The following diagram describes the architecture used by Godot, from the
|
|
|
|
core components down to the abstracted drivers, via the scene
|
|
|
|
structure and the servers.
|
|
|
|
|
2023-01-12 20:16:00 +01:00
|
|
|
![](img/architecture_diagram.jpg
|
2022-03-18 17:46:08 +01:00
|
|
|
|
|
|
|
Debugging the editor with gdb
|
|
|
|
-----------------------------
|
|
|
|
|
|
|
|
If you are writing or correcting bugs affecting Godot Engine's editor,
|
|
|
|
remember that the binary will by default run the project manager first,
|
|
|
|
and then only run the editor in another process once you've selected a
|
|
|
|
project. To launch a project directly, you need to run the editor by
|
2023-01-12 19:43:03 +01:00
|
|
|
passing the `-e` argument to Godot Engine's binary from within your
|
2022-03-18 17:46:08 +01:00
|
|
|
project's folder. Typically:
|
|
|
|
|
|
|
|
.. code-block:: none
|
|
|
|
|
|
|
|
$ cd ~/myproject
|
|
|
|
$ gdb godot
|
|
|
|
> run -e
|
|
|
|
|
|
|
|
Or:
|
|
|
|
|
|
|
|
.. code-block:: none
|
|
|
|
|
|
|
|
$ gdb godot
|
|
|
|
> run -e --path ~/myproject
|