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Merge pull request #157 from stride3d/master
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Fixing Spelling and Grammar for a blog post
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VaclavElias authored Sep 17, 2023
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Expand Up @@ -32,7 +32,7 @@ Additionally, Stride allows you to utilize any [NuGet](https://www.nuget.org/pro

Stride is released under the **MIT** license, which is important because it grants you significant freedoms to use, modify, and distribute the engine.

## What game were made using Stride?
## What games were made using Stride?

For examples of games developed using Stride, check out [Made with Stride](https://github.com/Doprez/Awesome-Stride#made-with-stride) section.

Expand Down Expand Up @@ -63,10 +63,10 @@ Stride does not offer built-in multiplayer or Server/Client architecture. Howeve

You can import some 3D models from the Unity store into Stride. However, scripts will need modification since the two engines differ.

These are the [Scripting differences](https://doc.stride3d.net/latest/en/manual/stride-for-unity-developers/index.html#event-functions-start-update-execute-etc) simply:
- `StartupScript` is a MonoBehaviour without the Update method that's not run every frame
- `SyncScript` is a MonoBehaviour that runs every frame
- `AsyncScript` is unique and run per-frame asynchronously
These are the basic [Scripting Differences](https://doc.stride3d.net/latest/en/manual/stride-for-unity-developers/index.html#event-functions-start-update-execute-etc):
- `StartupScript` is a MonoBehaviour without the Update method
- `SyncScript` is a MonoBehaviour with an Update method that runs every frame
- `AsyncScript` is unique and runs asynchronously

## Screen Capture

Expand All @@ -79,7 +79,7 @@ commandList.RenderTarget.Save(commandList, stream, ImageFileType.Png);
```

## Shaders Available
Yes. SDSL, written on top of HLSL.
SDSL is a shader language written on top of HLSL.

- [Shading language](https://doc.stride3d.net/latest/en/manual/graphics/effects-and-shaders/shading-language/index.html)
- [ShaderExplorer](https://github.com/tebjan/Stride.ShaderExplorer)
Expand All @@ -88,7 +88,7 @@ Yes. SDSL, written on top of HLSL.
Yes, since Stride uses .NET, automating the build process works out-of-the-box.

## Add-ons and Extensions
You can not extend the editor in the same way as Unity but you can create custom code extensions as seen in the following:
You cannot extend the editor in the same way as Unity, but you can create custom code extensions as seen in the following:
- [Terrain add-on](https://github.com/johang88/TR.Stride)
- [Level editor add-on](https://github.com/Basewq/XenkoProofOfConcepts/tree/master/LevelEditorExtensionExample)

Expand All @@ -107,7 +107,7 @@ The [`TransformComponent`](https://doc.stride3d.net/latest/en/api/Stride.Engine.

Stride primarily uses **clustered** forward rendering, with some additional features. Read more in the docs.

- [Stride Rending Pipeline](https://doc.stride3d.net/latest/en/manual/graphics/rendering-pipeline/index.html)
- [Stride Rendering Pipeline](https://doc.stride3d.net/latest/en/manual/graphics/rendering-pipeline/index.html)
- [Stride Graphics Compositor](https://doc.stride3d.net/latest/en/manual/graphics/graphics-compositor/index.html)

## Gamepads
Expand All @@ -116,7 +116,7 @@ Stride primarily uses **clustered** forward rendering, with some additional feat

## Other Q&A

### What is Coroutine in Stride?
### What is the Equivalent of a Coroutine in Stride?
Unlike Unity, which uses `IEnumerator` for asynchronous code execution, Stride leverages C#'s built-in `await` and `async` features. This can be accomplished using `AsyncScript`, which essentially acts as a `SyncScript` (the Stride equivalent of Unity's MonoBehaviour) but with asynchronous methods. You can use async methods within sync scripts, the same as standard C#.

### What is a StartupScript?
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