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Stride Game Engine
- bitcoin01 5y agoHow does it compare to Unity?
- ggambetta 5y agoOr Unreal. I think in this day and age any new game engine should start with "why use this and not Unreal or Unity".
- jokoon 5y agoOr godot
- nrjames 5y agoUnity and Unreal are giant resource-hungry game engines. There are plenty of people making games who only need a fraction of what those two provide. Engines like Stride and Godot -- or any number of other smaller engines -- can be easier to work with if you're resource constrained or looking for something more simple.
- debacle 5y agoYour #1 resource is time. Why would you devote thousands or tens of thousands of hours to a game and not use the most powerful tools?
- pjmlp 5y agoExactly because of that unless there is a whole team of designers, level builders and artists alongside the core devs, there is more ways to spend time than getting a PhD level knowledge on AAA engines capable of producing Hollywood class 3D movies.
- debacle 5y agoI have tried out Godot and many, many other game engines in the past. They aren't there yet. Even as a hobbyist, I find Unity much more easy to use, and even still I'm tempted to learn Unreal simply because it seems more powerful and well architected under the hood.
- pjmlp 5y agoThey are where Unity 3.0 used to be around 10 years ago. However Unity now is capable of supporting such kind of productions, with the respective increase in learning complexity and development teams scalability, "Oddworld: Soulstorm at Unity GDC 2019" https://www.youtube.com/watch?v=a8uAUPGZb3I https://www.youtube.com/watch?v=a8uAUPGZb3I "The Heretic short film" https://www.youtube.com/watch?v=iQZobAhgayA https://www.youtube.com/watch?v=iQZobAhgayA Using such engine for a basic 2D tiles game or shooter is already over budgeting.
- skohan 5y agoIt depends on the game. Unreal for example is optimized for large teams, and collaboration between different kinds of professionals (programmers, artists, level designers etc.). If you're doing a one-person project relying on procedural generation and pixel graphics, you might be more productive with a much simpler game engine with a much shorter code-build-run loop
- debacle 5y agoLike Unity?
- pjmlp 5y agoUnity is on the same league as Unreal, with the difference to target developers that rather use C# instead of C++, other than that the complexity is the same.
- andybak 5y agoThat's just not true. Unity works very well for solo devs and the build/run cycle is very fast.
- pjmlp 5y agoWhat has that to do with the feature list?
- andybak 5y agoThis subthread was in response to skohan above who said: > If you're doing a one-person project relying on procedural generation and pixel graphics, you might be more productive with a much simpler game engine with a much shorter code-build-run loop So I presumed you were saying "Unity is as bad as Unreal in these regards."
- nrjames 5y agoWhy wouldn't you buy a Bugatti to take you to the grocery store? The "most powerful tools" aren't always the easiest or fastest to use.
- debacle 5y agoIf the Bugatti is free, why not use it? Unity is very easy to use, and it gets easier over time. They keep making paid features free, and once ECS is mature (in the UI, I know it's production ready), I think it's going to have a huge positive impact.
- lobo_tuerto 5y agoOK, what about a helicopter? I think that better conveys parent's point...
- lostmsu 5y agoSame? If helicopters and fuel would be free, I bet everyone would fly one to store. Safety is the only concern here, and it is irrelevant for the topic.
- cridenour 5y agoBecause 99% of people using these engines are hobbyists and want to use something that works for them. I personally prefer Godot, its node structure makes sense with my mental model of the games I tinker with. And it has enough there that if I did decide to ever finish a game, I could. That's all I need.
- pizza234 5y agoMoney, obviously. This engine has a permissive license, MIT. The question is rather what one can conveniently do with it, in the context of the given game, when compared to a big-name engine. Possibly, for non-demanding games, smaller engines are a good tradeoff between performance/features and cost. Godot, for example, is free, but AFAIK it doesn't have a very efficient culling (yet)¹, so for smaller games, it may still be worth the savings. ¹=https://www.gdquest.com/tutorial/godot/3d/optimization-3d https://www.gdquest.com/tutorial/godot/3d/optimization-3d
- spywaregorilla 5y agoUnreal is free for the first million in revenue
- linspace 5y agoWhy use Linux or not Solaris? Wait... Solaris is not really that relevant anymore. I actually get your point but I don't think you should frame the differences as a sales pitch. Most probably people interested are engineers looking for some innovation. So the question is not "why use this" but instead "why is this interesting"
- Yaina 5y agoWhen Discord was relatively new they had a comparison table with Skype, TeamSpeak and other platforms. As a long-time TeamSpeak user, I found that very helpful at the time, because it helped me understand what Discord wants to be. With Stride it is kind of similar. I don't expect an open-source engine to have the same set of features as Unreal, but they should tell me what they think they are good at! Especially in comparison to Godot, which is a direct competitor in the open-source landscape. The page talks a big game, and makes big claims. So honestly I'm a bit sceptical :/
- adamdusty 5y agoI can't stand this mentality, but here is a list of reasons: * ECS is built in, not tacked on (unity DOTS) * Also supports unity/ue actor model style * Gives you complete control over rendering, access to opengl/vulkan/d3d12 context * Built in scene streaming (stream objects in and out as needed, similar to UE5 terrain chunking * Fully built in C#, runs on .NET 5 (xplat), and uses the latest version of C#. I don't know which version unity is stuck on * The "engine" is just a tool, you can use stride as a framework and make a code-only project (my personal reason for using it when I do) * MIT license * Aysnc scripting capabilities * Technically supports dev on linux (code-only) * FOSS * On top of all that it was developed by Silicon Studios, a company that actually makes money off of real-time rendering
- ggambetta 5y agoThanks for the list, I think the project would benefit from having a version of it in their website! Why can't you stand this mentality?
- TranquilMarmot 5y agoWould also be curious in a comparison with Godot, which is another FOSS game engine.
- fotad 5y agoIt was called Xenko.
- krak12 5y agoAnd it was a complete failure
- KronisLV 5y agoHere's a video on the engine by the Gamesfromscratch YouTube channel: https://www.youtube.com/watch?v=ugFRSKFMgzo https://www.youtube.com/watch?v=ugFRSKFMgzo I would actually suggest that anyone interested in game engines give that channel a look, lots of good stuff over there. Personally, i rather enjoy seeing new game engines pop up, however i would say that Paradox/Xenko/Stride is about as obscure as the NeoAxis engine (which also uses C# as their development language), even if some of the features seem nice. I'm not entirely sure why Paradox/Xenko/Stride was renamed that many times, though, it kind of hurts its recognizability. As for the people asking about what engines to use, i think the other comments in this thread have some good arguments. My summary for which engine to choose would be as follows: - In case you want to develop an FPS game or something in a similar genre AND feel comfortable with writing C++ for the performance intensive parts, consider Unreal (or if you just need something really pretty) - In case you want to develop a game with an engine that will have most of the functionality that you'd need out of the box, a good asset store for the things that aren't included and if you're comfortable with using C#, consider Unity (UNLESS you need multiplayer, since currently the engine is slowly migrating across technologies and AFAIK they still didn't have a good networking solution) - In case you want to develop a 2D game of simple to medium complexity, or want to mess around with some basic 3D stuff, consider Godot - In case you don't necessarily expect to sell your game in the future, but would prefer just to learn bunches, consider writing your own engine, or using SDL/SFML/LWJGL or another solution like that Of course, others might disagree, but personally i've found that only using the more popular engines makes sense, given the abundance of tutorials, blog posts, examples, assets and even the quality of the documentation, in most cases. Here's another video by said YouTube channel, called "Choosing A Game Engine in 2021": https://youtu.be/rK6ulQaOpso https://youtu.be/rK6ulQaOpso In case anyone has any information on what Stride does better than those other engines, or perhaps has a unique perspective on why using it would be a good idea, feel free to respond!
- whateveracct 5y ago> Of course, others might disagree, but personally i've found that only using the more popular engines makes sense, given the abundance of tutorials, blog posts, examples, assets and even the quality of the documentation, in most cases. But then I have to use their languages and abstractions instead my preference, Haskell. Can't throw the baby out with the bathwater! Well, I guess Haskell makes rolling your own engine just library composition and standard abstraction, so the decision making in that world is definitely not the same as mainstream gamedev.
- d0100 5y agoI've tried a few times to start making a game I consider "simple", the basics are: * Animated character * Top down view * Grid based floor * "Default" RTS/MOBA physics I've tried both Unreal and Unity but I've always found myself blocked by having to find out how to make something look like water, how to make an animation sync with movement, how to customize movement to something already familiar, etc This means I can't actually make a game if I first don't make my own pretty much everything I think that more than game engines, we need game frameworks that provided game designers with presets that present "solved" game mechanics, like water styles, ground tiling, precise character animation for any view angle, character movement, etc It would be nice if we could have a "democratization" of video game development anytime in my lifetime
- mekkkkkk 5y agoAll you could ever ask for is available in the Unity asset store. A lot of it free.
- dvfjsdhgfv 5y agoYou seriously need to go through a few standard unity tutorials they offer just after installing, it will save you a lot of time and the blocks you've mentioned.
- EamonnMR 5y agoIt helps to start with a less complex game and learn the basics of how the engine works. I know in Godot at least (and I assume Unity is miles ahead) there are prefab things to do what you describe but you will need to know how to fit them together. Another option would be to fork an existing foss RTS game, like Spring, Warzone 2100, BOSwars, etc.
- qayxc 5y agoMaybe I'm missing something, but aren't pretty much all of these issues solved using Blueprint/Prefabs in UE/Unity? Water has a prefab: https://docs.unity3d.com/2019.1/Documentation/Manual/HOWTO-Water.html https://docs.unity3d.com/2019.1/Documentation/Manual/HOWTO-W... Tiling is standard for Terrain Layers: https://docs.unity3d.com/2019.1/Documentation/Manual/class-TerrainLayer.html https://docs.unity3d.com/2019.1/Documentation/Manual/class-T... Syncing animation and movement could be solved using root motion: https://docs.unity3d.com/Manual/RootMotion.html https://docs.unity3d.com/Manual/RootMotion.html Etc. And then there's whole starter packs for all kinds of genres that include solutions for all these as well. IMHO the two major players have you covered quite well ¯\_(ツ)_/¯
- billfruit 5y agoDoes it support F#?
- crispyalmond 5y agoI don't see why it wouldn't work with F#. It runs on .NET and can interop with C#. Note that I have not tested this and I am just speculating.
- mostelato 5y agoCurious - how come so many engines don’t support Mac? I am constantly baffled by how few games exist for my MacBook Pro.
- Mikushi 5y agoApple is extremely developer hostile so it's not that surprising.
- pjmlp 5y agoApple is extremely friendly to developers targeting the Apple ecosytem. Unreal and Unity do support Apple devices. Plus, unlike Android, they actually provide tons of tooling for game development and graphics programming on iOS. Google tells you to clone github repository from Vulkans shaderc.
- skohan 5y agoApple's developer hostile in general. They create a narrow space where it's possible to make money developing for their platform, but there's a huge risk that: a) they will make a decision which makes your product no longer viable, or b) they will decide to replicate your product as a 1st party offering and render you redundant (e.g. tile) Adopting open standards like Vulkan would be the single best thing they could do to support games on their platform. Games are extremely high-investment, and having to develop against a second back-end like Metal is a perfect reason not to support a platform. Apple's friendly to developers as long as they are willing to stay on the reservation, but there is no reward for doing so.
- pjmlp 5y agoProducing development tooling unmatched by FOSS is anything but hostile. Want success with "developers friendly" tools? Try to make a business of using Khronos APIs in GNU/Linux games. Ask Loki how well did it go. As for Vulkan it is just the same design by committee extension spaghetti soup that killed OpenGL, just with even more boilerplate.
- eliseumds 5y agoStripe has been releasing so many new products lately that I read this as "Stripe Game Engine". Damn Fridays.
- Topgamer7 5y agoYou are not alone. Definitely did a double take on this one.
- arduinomancer 5y agoWith this release you can now charge people's credit cards for micro-transactions directly from the GPU!
- fastball 5y agoDon't give them any ideas...
- toddmorey 5y agoI read this as "Stripe Game Engine" and honestly got rage about just how much product they are releasing.
- csdtx 5y agoDo we not have enough of these fully featured game engines? Game development has become so bloated these days. You need teams of hundreds or even thousands of people to create a full game. In the PS1 era some of the best games were built by a team of a dozen or so people working for 1-2 years. Instead of focusing on graphical fidelity I think we should be focusing on lower development time, gameplay features/diversity, stability/portability and implementation. I have yet to see a proper open world game (Think GTA but you can enter every room in every building) with good draw distances that don't suffer from horrible pop in. Also how about a game engine where it's easy to build games? The WC3/SC2 world editors are great examples, you can get started and start building stuff from the start. Even though it's an engine made for making RTS maps it's modifiable enough you can create FPS games in WC3 if your willing to put in the effort. https://www.youtube.com/watch?v=gwtteOIksbo https://www.youtube.com/watch?v=gwtteOIksbo
- sinuhe69 5y agoOne of the hottest game on Steam 2021 Dyson Sphere Program was developed by a team of just 5!
- username90 5y agoGames requiring a lot of custom code are really under rated among indie devs. Most tries to do stuff that are really easy to do, like 2d platformers or shooters or puzzle games, but hard to code games that gives experiences you can't get in other games seems like the easiest way to make a successful game with few people nowadays.
- art0rz 5y ago> Instead of focusing on graphical fidelity I think we should be focusing on lower development time, gameplay features/diversity, stability/portability and implementation. > I have yet to see a proper open world game (Think GTA but you can enter every room in every building) with good draw distances that don't suffer from horrible pop in. I don't think these are compatible. The majority of man-hours are spent creating graphics, not programming features.
- egypturnash 5y agoGames made with Stride: presumably zero, or they would be showing them off on the front page of the site. What makes Stride unique besides "it's MIT licensed!"? The site sure doesn't tell me.
- Applejinx 5y agoThe Godot engine is MIT licensed. So...
- gentleman11 5y agoC# is nice to program in, but I remember the unity garbage collector used to give me anxiety, it was a nightmare. Every tiny thing you do you have to second guess because it might allocate behind the scenes and you get these awful performance hiccups if you miss too many of these
- gameswithgo 5y agoHow long ago? Compared to 5 years ago C# performance has improved dramatically, and you have more tools available to control memory usage. That said, if you are trying to make a competitive first person shooter than never dips below 144fps, C# may not be a good choice. But there are popular competitive shooters out there using Unity, like Tarkov. But who knows how much pain they went through to get the performance they needed?
- jayd16 5y agoIts really not a big deal. Just preallocate as much as you can behind a load screen, and use pooling on your tight loops. You'd be doing this in any language, anyhow. If you really want to go overboard, C# has Span<T> now, if you want to do your own arena allocation. At least in Unity, the profiling is fairly well established so its easy to hunt down allocations.
- lostmsu 5y agoGC in Unity is different from the one in Stride.
- brylie 5y agoIf you want to make 2D or 3D games with cross-platform support, the open-source Godot Engine is a really great choice: https://godotengine.org/ https://godotengine.org/
- Q6T46nT668w6i3m 5y agoI love Godot but it’s a stretch to describe it as multi-platform when it doesn’t support any of the consoles. Especially when compared to Unity or Unreal.
- brylie 5y agoTo be clear, games made with Godot can be exported for Windows (and UWP), macOS, X11 (Linux, *BSD), Android, iOS, and Web https://docs.godotengine.org/en/stable/about/faq.html https://docs.godotengine.org/en/stable/about/faq.html
- tpxl 5y agoIt also supports porting on Switch, PS4 and Xbox One by way of third party companies. https://docs.godotengine.org/en/stable/tutorials/platform/consoles.html https://docs.godotengine.org/en/stable/tutorials/platform/co...
- gavanwilhite 5y agoGreat to see better open source game tooling. Amusingly Unity / Unreal are in some ways running out of senior game engine engineers to hire because everyone is already using their engine! Hopefully this helps spur some more folks to go hands-on with engine internals.