diff --git a/posts/2023-09-14-embracing-open-source-stride-as-an-alternative-to-unity.md b/posts/2023-09-14-embracing-open-source-stride-as-an-alternative-to-unity.md index 9696a2f5..34c43dac 100644 --- a/posts/2023-09-14-embracing-open-source-stride-as-an-alternative-to-unity.md +++ b/posts/2023-09-14-embracing-open-source-stride-as-an-alternative-to-unity.md @@ -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. @@ -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 @@ -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) @@ -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) @@ -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 @@ -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?