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@EricEzaM
EricEzaM / StrideView.xaml
Created July 19, 2022 09:41
Stride3D embed in WPF xaml control
<UserControl x:Class="Namespace.StrideView"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="clr-namespace:Namespace"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
<ContentPresenter x:Name="SceneView">
@raysan5
raysan5 / open_source_and_videogames.md
Last active June 3, 2025 04:25
Open Source and Videogames - Resources

open_source_and_videogames

Open Source and Videogames - Resources

This git include a list of programs, tools, engines and libraries free and open source intended to make videogames.

NOTE: This gist is a support material for the talk "Open Source and Videogames" given by me, Ramon Santamaria, on October 26th 2021 in Canòdrom, Barcelona. All the materials listed here were explained in detail in a +2 hours talk.

Contents

@AmbulantRex
AmbulantRex / GameApp.cs
Last active November 4, 2024 00:46
Autofac DI in Stride
using System.Linq;
using System.Reflection;
using Autofac;
using Autofac.Core;
using Stride.Engine;
namespace GameApp
{
internal static void Main(string[] args)
{
@Eideren
Eideren / OnStrideUI.md
Last active April 28, 2024 21:26
Stride UI discussion

Editor UI

Issues:

  • WPF is windows only
  • It's a pain to maintain;
    • The logic behind it is not very flexible, loads of encapsulation and abstractions away from the raw types, tons of spaghetti logic.
  • Plugins are pretty much impossible to implement
    • The UI and system around scene management does not expect changes outside of editor-specific paths, see point #1.
  • I.E.: if a plugin were to change any value in a scene, that change would not be reflected in the editor or in the saved scene.
@Eideren
Eideren / TessCustom.sdsl
Created October 21, 2020 16:31
Stride, charly's tessellation issues
#ifndef InputControlPointCount
# define InputControlPointCount 3
#endif
#ifndef OutputControlPointCount
# define OutputControlPointCount 3
#endif
shader TessCustom : ShaderBase, TransformationBase, MaterialDomainStream, Camera, Transformation, NormalBase
{
namespace Project.Effects
{
using Stride.Rendering;
using Stride.Rendering.Materials;
using Stride.Rendering.Materials.ComputeColors;
using System.ComponentModel;
using Stride.Core;
using Stride.Core.Annotations;
using Stride.Core.Mathematics;
using Stride.Graphics;
@Eideren
Eideren / YourGameDefinition.cs
Last active April 28, 2024 21:29
How to setup async shader compilation in stride, note that the game will still freeze initially to compile the fallback
public class YourGameDefinition : Stride.Engine.Game
{
protected override void BeginRun()
{
base.BeginRun();
foreach( var feature in SceneSystem.GraphicsCompositor.RenderFeatures )
{
if( feature is MeshRenderFeature meshRf )
{
meshRf.ComputeFallbackEffect += FallbackForAsyncCompilation;

Graphics Library

  • Skia/Cairo
    • Extremely barebone, might as well fix stride's ui system ?

Retained

  • Eto, Windows Forms-like, c#
    • BSD-3
    • Fairly limited styling
  • Avalonia, WPF-like, c#|xml
    • MIT
@manio143
manio143 / Stride Editor design document.md
Last active April 10, 2024 02:03
Stride Editor current design document

Current Stride Editor design document

This document is meant to describe the architecture of the current Stride Editor, so that it's easier to read its source code and rewrite it in a better way. This is in now way a complete document as the Editor is about 35k LOC. I'm slowly going to read through the more interesting parts and note down my thoughts.

View hierarchy

  • GameStudioWindow
    • static top bar menu
    • static asset context menu
    • static key bindings (start/cancel build, run game, open debug window, copy asset, show add asset dialog)
  • static toolbar tray (icon buttons)

Stride UI/UX discussion summary

This document is meant to summarize the discussion that started at the end of June 2020 about improving Stride's UI (Game Studio's UI).

Initially MechWarrior99 came up with some ideas on making the UX better. One of these ideas was to make something akin to Blender's Workspaces. Then this issue was mentioned - it may have inspired #637 and #667, which tried to improve somewhat the current UI.

Next MechWarrior99 worked on the improved UI design of different parts of Stride, starting with components (msg). During that time qbic suggested changes to the 3D translation gizmo ([msg](https://discordapp.com/channels/500285081265635328/727168636770582581/728626959126