I’m not the author, but I'm part of the vvvv community. The video walks you through solving the two parts of the Day 1 challenge in vvvv, a statically typed and compiled visual programming language for .NET with state hot-reload.
Most nodes used are actual C# methods, so C#/.NET developers will find it familiar. The video also shows how vvvv represents loops, branching, collections, generics, and mutable and immutable data types visually.
If you’ve joined the Advent of Code challenge, this example might give you a new perspective on visual programming.
The editor is windows only, but you can export for all these platforms, including osx.
A Stride project is just a normal visual studio solution, so you can build the solution on other platforms too, if you don't use the asset compiler, which is also a windows only application.
Stride is written in C#, uses the official .NET6 and was developed by world-class engineers. It takes this topic very serious. The game loop has almost zero allocations. It's a very good learning source for writing high performance C# for real-time applications.
As a Stride user you have to follow similar guide lines in your scripts to avoid pressure on the garbage collector. But that's not so difficult as soon as you get the hang of it.
Godot is just older and more established, but Stride has a better render engine, software architecture and is a pure .NET project. So the engine and the scripting use the same technology. Godot has a C++ core and only "interprets" the scripting languages, which is conceptually quite different.
If you simply want to develop "standard" games, this might not be important to you. But if you are a .NET developer and you want to integrate anything from the .NET ecosytem, Stride is what you want.
Also, Stride has probably the best shader system in the world.
Yes, you can theoretically do code-only projects on mac and linux, but win is definitely the most comfortable dev platform for Stride.
Yea, some kind of converter for unity assets would be cool. But 3d assets should already work... And with other things from the Unity asset store you could run into licensing issue. But I don't know the details about that, might even vary from asset to asset.
As far as I can tell, as long as you pay for a unity asset and you don't just resell it by itself, you can use it in whatever way you want.
For example, if there's a nifty networking library for Unity and I adapted to use it somewhere else, as long as I don't resell the library, I should be fine. Practically I can't imagine an asset store author suing you for using the asset in a non-unity project.
I do vastly prefer a single language engine like Stride, versus Godot which supports visual scripting, GD script, and C#.
If that's the case then the website could really do with an update as that's the first thing any dev, studio or publisher looks at in 2022. "Can we reach our target demographic?"
It's not that it's too slow for me, it's that it isn't my place to do it, despite being a FOSS enthusiast. I don't use the project, have never tried it, and am currently heavily entrenched in Godot and Unreal. Looks very interesting, but switching mid-development won't happen. Furthermore, if it is apparently "dying", it's a self-fulfilling prophecy, sadly.
Rather than encourage me to change it, why don't you? You seem to know a lot more about it than I do for starters. In the time you engaged with me, you could have submitted the PR yourself and thanked me for the feedback. Herein lies why the project likely hasn't caught on—not enough focus on contributing.
Web design and content writing are two quite different things, and the two should be kept apart for optimum results, as has been the case for, well, twenty-plus years at this point with CMS et al, even headless ones.
And this is what I'm saying: I personally don't see the value in contributing to it if people already involved with it who know far more than me, have demonstrated this to me when asking them a question, would rather give me the link to do a PR than do it themselves. All this wasted energy that could have gone into the project. It says it all really, and I don't say that to be snarky, but there's a reason that Godot has exploded in popularity, and that's likely because the community just gets things done instead of discussing things to a fault.
Main difference is that Stride is entirely written in C#. So if you are a .NET developer, the technology is transparent.
Other game engines just use "C# scripting" with their own runtime and c++ engine core. So it is a black box, as supposed to Stride that is completely open and the engine and the scripts are normal C# with latest official .NET runtime.
The code base is already mature and very professional. The quality standards are fairly high, but that's a nice challenge and you can even learn a lot, depending on your level of experience.
As for the history, Stride was developed commercially by Silicon Studio for about 10 years but couldn't complete with the big two on that level. So it was open-sourced about 3 years ago and the main developer is still maintaining it, but he has a full-time job. The team isn't very big yet, but quite capable people.
It's a great product and the only truly open-source C# game engine with a high-end render engine and proper asset pipeline. The shader system is the best I've ever seen, it's absolutely mind-blowing.
Let me know if you want to learn more about it... Or hop onto the discord server and have a chat: https://discord.gg/f6aerfE
Most nodes used are actual C# methods, so C#/.NET developers will find it familiar. The video also shows how vvvv represents loops, branching, collections, generics, and mutable and immutable data types visually.
If you’ve joined the Advent of Code challenge, this example might give you a new perspective on visual programming.
The actual coding starts at about minute 9.