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by KronisLV 1422 days ago
> ...you are requested to delete The Machinery source code and binaries.

This is pretty weird.

Then again, in regards to the engine itself dying, I feel like this is inevitable for many of the projects out there. For example, there was the Xenko engine which was later renamed to Stride: https://www.stride3d.net/

It's actually a nice project, has lots of great features and feels like it should be a more open alternative to Unity, whilst being similarly easy to use. However, compare the attention it is getting in comparison to something like Godot:

  - https://github.com/stride3d/stride
  - https://github.com/godotengine/godot
On OpenCollective, Stride has an estimated annual budget of around 12k USD, whereas Godot gets around 15k USD per month on Patreon. Stride has a bit under 100 contributors, Godot has almost 2000. Godot gets hype on various game development subreddits regularly, yet Stride gets no such love.

Ergo, it's probably pretty easy to draw a trajectory of what the next 10 years might bring for either, with one probably getting more features and development and becoming a mainstay of the indie scene, when compared to the other.

But the great thing is that if whatever engine you use has an open license, you cannot have it be taken away from you (as long as you have all of the actual executables and don't depend on external services).

3 comments

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.

I want to like Stride, but the documentation is so sparse I had a hell of a time getting anything working.

Plus you need to use a PC to develop.

Now I'm thinking Unity assets could be adapted to work with Stride since both use C#. If so, switching from Unity to Stride won't be so bad.

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.

Stride has pretty good written docs, for an open-source project. And there are quite some video tutorials on the docs page too. And there is also: https://doc.stride3d.net/4.0/en/manual/stride-for-unity-deve...

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#.

Yes, your are right... Most libraries that work for unity should also work for Stride, with some modifications.

What's the name of the networking library you mentioned? I'm interested in that myself...

I was actually thinking about this, which is an MIT license library.

https://github.com/proyecto26/RestClient

I strongly suspect this could be ported over to work in stride.

Stride looks good, but am I right in thinking that unlike Godot, it doesn't support macOS or Linux as a deployment target?
Stride can deploy games to win, macOS, linux, iOS and android.
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?"
Yes, it is only community driven, there is no fulltime dev working on it. But I've seen someone working on a website refresh.

If that's too slow for you, just edit the website here and make a PR with the info you were looking for: https://github.com/stride3d/stride-website

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.

My contributions to Stride are on the graphics and rendering side of things.

And as I said, someone is already working on a website refresh.

I'm not sure from what sources your personal assessment comes from, but from what I know about the project, it's incorrect.

There are probably many reasons why this engine was not adopted by devs. For me, the last time I tried, the performance was terrible even in the most trivial test map. I dropped it instantly.