GF Framework
GF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree.
It separates:
- data and state in
GFModel - gameplay rules in
GFSystem - scene, UI, input, and presentation bridges in
GFController - lifecycle-managed runtime services in
GFUtility - pure algorithms and data helpers in
standard/foundation - optional atomic gameplay extensions in
addons/gf/extensions
Highlights
- Managed lifecycle through the
GfAutoLoad and project installers. - Events, commands, queries, typed accessors, bindable properties, and lifecycle-safe module lookup.
- Editor workspace for extension management, script templates, diagnostics, export filtering, and project tooling.
- Standard utilities for storage, settings, audio, input, assets, diagnostics, UI routing, time, logging, and runtime inspection.
- Foundation helpers for graphs, grids, pathfinding, hex grids, layer masks, tags, validation reports, formulas, timelines, variant data, and formatting.
- Optional extensions for capabilities, action queues, save graphs, flow graphs, network snapshots, turn flow, interaction, feedback, camera, dialogue, combat, domain models, and physics helpers.
- GUT-tested maintenance suite and generated API reference.
Boundaries
GF does not define your gameplay rules. It does not replace Godot physics, rendering, animation, UI design, or scene composition. Use it when you want stable architecture seams and reusable tools while keeping project-specific decisions in your own code.
Install
Copy addons/gf into your Godot project, enable GF Framework in Project > Project Settings > Plugins, then call await Gf.init() from your boot scene or use a project installer.
Documentation: https://gf-framework.readthedocs.io/ Source: https://github.com/C76GN/gf-framework License: Apache-2.0
Changelog for version 4.0.0
No changelog provided for this version.
Reviews (3)
no english documentation
clean architecture and easy to understand
nice!
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