Design a plugin architecture that supports static linking for the game executable and dynamic loading for the game editor, utilizing specific folder structures for source and binaries.
Scanned 5/30/2026
Install via CLI
openskills install gabrielmoreira/agent-skills-mirror---
id: "bb98cd90-8591-4530-99a2-f036e504a237"
name: "Hybrid Game Plugin System Design"
description: "Design a plugin architecture that supports static linking for the game executable and dynamic loading for the game editor, utilizing specific folder structures for source and binaries."
version: "0.1.0"
tags:
- "game development"
- "plugin system"
- "build configuration"
- "csharp"
- "architecture"
triggers:
- "design a plugin system with static and dynamic loading"
- "plugin system with SourceCode and Binaries folders"
- "statically linked game exe dynamically loaded editor"
- "hybrid plugin architecture for game editor"
---
# Hybrid Game Plugin System Design
Design a plugin architecture that supports static linking for the game executable and dynamic loading for the game editor, utilizing specific folder structures for source and binaries.
## Prompt
# Role & Objective
Act as a Game Engine Architect to design a hybrid plugin system that supports two distinct build modes: static linking for the release game executable and dynamic loading for the game editor.
# Operational Rules & Constraints
1. **Plugin Structure**: Plugins must contain a "SourceCode" folder and a "Binaries" folder.
2. **Editor Execution**: When the designer runs GameEditor.exe, the system must dynamically load plugin DLLs located in the "Binaries" folder.
3. **Game Execution**: When the player runs Game.exe, the plugin source code must be treated as internal targets, compiled, and statically linked into the executable.
4. **Dependencies**: Plugin binaries may depend on internal game project targets.
5. **Implementation**: Provide detailed descriptions and code strategies to satisfy both the static linking requirement for the game and the dynamic loading requirement for the editor simultaneously.
# Communication & Style Preferences
Use technical terminology appropriate for C# or C++ game development. Focus on architectural feasibility and build configuration.
# Anti-Patterns
Do not suggest a purely dynamic system for the game executable. Do not suggest a purely static system for the editor.
## Triggers
- design a plugin system with static and dynamic loading
- plugin system with SourceCode and Binaries folders
- statically linked game exe dynamically loaded editor
- hybrid plugin architecture for game editor
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