Totally give Stride a shot. Don't trust one outdated video. This dude comes across as toxic about this topic. I downloaded Stride yesterday.... looks nothing like this video. Watch gamesfromscratch latest vid on topic.
@DeathbyZombiez The video isn't really that outdated. The engine still isn't as stable as the competition, but as I said at the end, that doesn't have to be a bad thing. If you're willing to put up with the issues and different quirks, it's really fun to work with. Going back to unity felt like using Roblox Studio with the amount of workaraounds you have to perform for fullscreen to work properly
the math on the rotations the position and all of that ,call functions to make it happen isn't stupid, it's beautiful math. rotating a 3D shape isn't easy especially when there's more than one way to rotate a 3d shape, let alone the position, you have the world position and the position within the screen.
A complete rewrite of the editor into Avalonia is in the works, will bring editor plugin support too. I wouldn't be surprised if many of the issues with the editor were caused by the fact that it's built with WPF. Still, I wish they would invest more time in the UI system so that eventually they could make the studio itself with Stride. As for the engine, I really want to see it succeed, C# is more than performant enough to have the entire engine written in it instead of C++, it would also allow for much better integration with the rest of the .net ecosystem and it's the only engine with actual support for async.
Downloaded Stride - opened up a template, moved some things around, changed some values. 1 hour = 5 crashes xD I wanted to believe in Stride but ... meh
Yeah I can't defend that either. Currently I use the editor very rarely and instead try doing as much as I can from code. There are ways of making a full code-only project but I still like having occasional access to a normal editor
@@DockFrankenstein When I used Unity the first time, the first thing I did was trying to create the whole scene, meshes, lights, colliders etc purely in code. This gives an important inside into the inner workings. But of course I used the editor predominantly in the end. Coming from a background where the games where all made in code (mobile Java apps), such an integrated editor was kind of a new thing.
I don't really want to. I have godot on my list, since I eventually want to make my tools available for it, but cry engine seems abandoned and not that popular anymore
@@DockFrankenstein I wouldn't call it "abandoned" so much as Crytek falling under harsh times. The engine itself still sees use by some, Kingdome Come: Deliverance was made with it, and so was Hunt Showdown. Definitely not as popular as it once was, but personally I think it is of value if Crytek bounces back. It has a lot of good built-in tools, which shouldn't be surprising given it was made with FPS games in mind. Which also means that if you try to build something that isn't an FPS you will be faced with some very interesting issues (one look at KC:D's glitches should tell you that)
Stride needs a lot of work. I've corrupted 3 projects just adding code with constructors that take an argument files or moving assets around to organise it
"More stable" Been using Stride for a few months and I can say that from day 1 stable is the last thing Stride is. Just creating a preview project crashed and caused errors. I managed to get the thirdperson project to open and work. Now my biggest problem comes. Importing a model, skeleton and animation. Forget materials and textures. I just want a model. Ok that works. Blend files are completely wasted and fail to even breathe. So FBX. I import an animation and choose my FBX file. I add in the skeleton and model from the same file. Default pose. I change the animation index. Default pose. I re import everything separately and try to find anything in the code that could hint to a problem. Nothing. I go into the source code and it's a miracle anything works with how they had to import and manage the values of Autodesk FBX file naming. So yes it's open source and C#. But the stuff it works with is anything BUT C# and you need a professional degree at Microsoft to be able to do anything let alone understand it. Even got a reply from the guy who coded the FBX import part on their Stride Discord. So then the worst nightmare comes. I look at the included animations in the preview project. Every single animation has somehow been imported one by one. Each at index 0. So. Since they're- wait. The project has two versions of the animations. One is an sdanim file type, which I have never seen. Second is a typical FBX. So I try opening that in Blender and Blender immediately shuts down. So I go into Blender and try to open it from Blender, and it can't find the files. The tutorial on Stride's channel is completely different as he mentions just importing an animation and getting a list. Also his animation assets don't have the Animation Index value. So they're different. First day. First thing. Months later after asking and getting lots of help and guidance to the FBX import files and being able to find it further myself. I learnt a lot during this problem. From C# unsafe keyword to some c++ that also works in C#, again unsafe allows for some awesome stuff. I learnt about Autodesk's FBX structure and more about the source code. Projects, sln and opening up entire projects and a lot about coding as well as navigating through files and their namespaces in Visual Studio. *BUT I STILL HAVE NO IDEA HOW TO GET A SINGLE ANIMATION WORKING OR BEING ACKNOWLEDGED IN STRIDE THAT IT EXISTS!* I feel like I just learnt rocket science, yet I still can't get my toaster to not burn a piece of bread.
IT IS NOT OBSCURE, it simply changed its name, previously called Paradox, then Xenko and from 2022 This also includes that the license for this engine has changed, before it was MIT, today it is "GNU GPLv3" for the engine and proprietary license for the editor. I hope it won't be long before they provide support for N.i.n.t.e.n.d.0 platforms.
@@DockFrankenstein Not all developers make a living from RU-vid and Twitch, there were forums, there were problems, the devs who used the old Xenko are well aware of the problems they faced and it even seemed like the platform had been abandoned, there is a lot of history since 2014, but you are free to form beliefs and so you are free to call it whatever you want, ignoring the previous history and ignoring the developers who have worked on this platform. There's no reason to take it personally, I just wanted to explain that there was repercussion, use and problems faced, outside the "RU-vid/Twitch bubble", so I really hope you don't take unnecessary offense, I just wanted to bring context and more accurate information . I would be grateful if you could be understanding.
@@NimVim I'm calm, I just presented logical facts and historical context. People need to stop believing and living in bubbles, indie game development existed before RU-vid, Discord, TikTok and Twitch existed. I just expressed what needed to be said. 🧐
I knew the story of stride way before I even downloaded it on my computer, but that still doesn't change the fact that it's online presence is still nothing compared to things like godot, unity or even bevy. But in the end: who cares. It's a tool, some will call it obscure, others won't. The most important thing is for it to provide use for us. It doesn't matter how we will call it
for the wired syntax, you can use a wrapper structure to define your own Transform class, and Transform.rotation if you really want a seamless 1:1 conversion between engines, you can create UnityEngine namespace in Stride, and implement UnityEngine.Transform I have been developing UnityEngine namespace in godot, just in case if Unity does another play, or if somehow Unity fall behind godot ;)
You should try bevy next. None of the fancy GUI editor stuff, true, yes, it's more like middleware that, in its default configuration, collapses into a game engine, but also none of the jank. Also you'd have to learn rust. And blender :)
@@DockFrankenstein There's bevy-remote-devtools, but alas it hasn't been updated since bevy 0.7 (current is 0.11), meaning it's probably bitrotted by now (though shouldn't be too hard to get running). If it's just about inspection and not remote, though, bevy-inspector-egui is widely used and up to date. Should also not be too difficult to remote, but the bevy community generally seems to have tacitly agreed that in-game editors is the way to go.
The "remote inspector" is an external window made by me to view logs from my library qASIC. I need godot for UI. I'm running my own communication protocol, so I don't need to be bound to any engine
This is not an engine. An engine is a visual editor, basically, unifying all of the underlying framework features. And this is a framework designed to be used for games.
Differentiating frameworks from engines is quite tough, but going by your definition, it is an engine. Stride has a visual editor and takes care of things like importing assets, audio playback, graphics pipeline. But if you're right, then I don't think we can call bevy an engine either, can we?
I'd say for someone trying to run UE from source code is not something many people can afford. Stride is like a Humming Bird Compared that Monolith of Game Engine. Also people who don't have Software Engineering background will have hard time going into engine code of UE and trying to learn from it unless they really commit to the engine for at least a month (Considering they don't have to learn C++). In that regard engine written in C# is more approachable for those who are used to of Unity C# and can understand a lot more by looking at the Engine Code written in C#.