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What is LSDEDE?

LSDE (LS Dialog Editor) is a free tool for game and software developers that combines visual dialogue graph editing, AI-powered translation, voice generation, i18n code integration, and project diagnostics. It exports dialogue graphs as blueprints (JSON, XML, YAML, or CSV) containing scenes, blocks, connections, dictionaries, and action signatures. More info: lepasoft.com/en/software/ls-dialog-editor.

LSDEDE (LSDE Dialog Engine) is the multi-runtime engine that loads and executes these blueprints. It is available in multiple languages for native integration into any game engine or framework.

Available Runtimes

RuntimeLanguageTargetSource
TypeScriptTypeScript / JavaScriptReference implementationlsde-ts
C#C# (.NET Standard 2.1)Unity, Godot Mono, .NETlsde-csharp
C++C++17Unreal Engine, custom engineslsde-cpp
GDScriptGDScriptGodot 4lsde-gdscript

All runtimes share the same blueprint format and pass a common cross-language test suite (42 test cases).

Architecture

Every runtime follows the same callback-driven graph dispatcher pattern:

  1. Blueprint — A file exported from LSDE (JSON, XML, or YAML), containing scenes, blocks and connections.
  2. Engine — Validates the blueprint, builds the internal graph and dispatches blocks to registered handlers.
  3. Handlers — Functions that react to each block type (dialog, choice, condition, action).
  4. Host Application — Conditions, actions, and character resolution are implemented by handler callbacks.
      Blueprint


     Engine ◄── next() ──┐
        │                 │
     dispatch             │
        │                 │
        ▼                 │
     Handlers ────────────┘

Design Principles

  • Zero-dependency — No runtime dependencies in any language.
  • Framework-agnostic — Works with any game engine or UI framework.
  • Callback-driven — No internal render loop. The host application calls next() when ready.
  • Two-tier handlers — Global (engine-level) and scene-level handlers with preventGlobalHandler().
  • Cross-language conformance — All runtimes produce identical output for the same blueprint.