๐ง Good news for #StrideEngine developers!
๐งฐ We've just updated the Stride Community Toolkit. It's packed with convenience and makes the code-only approach a 3-liner. ๐
You are also invited to contribute:
https://t.co/o0ImrbVZ5f
#GameDev#IndieDev#OpenSource#CSharp#DotNet
@MrBildo@stridedotnet thats exacly how i use it, i want stride mostly for the graphics part, (pushing vertex to the GPU and throw my shader on it) and ofc the input features are helpfull ,basic stuff for gui, importing textures etc. But im 95% in the ide and maybe 5% in the stride editor.
@RedNicStone@stridedotnet yes, im using only one thread for everything, even when it would be possible to use more, because stride is normal c# (async await).i could split nachos into several groups and process them seperately. also the "physic" is very simple, but still doing stuff per nacho.
i converted a project that i once #madewithunity over to #strideEngine, #archecs.
for 50k nachos: apply gravity, collisiontest & bounce. #archecs feeld like a more useable version of #unityecs but you can still use classes, access everything, while still having a good performance