Stride Game Engine

Stride Game Engine — Free Download. 3D Game Development

Stride Game Engine is a cross-platform game engine designed for creating interactive 2D and 3D experiences. It offers advanced tools for developers who need a flexible and powerful environment.

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Download Stride Game Engine (Official links)
File size: 55 MB
The latest version of Stride Game Engine is: 4.4.1
Operating system: Windows
Languages: English
Price: $0.00 USD

  • Real-time rendering. Stride uses a modern rendering architecture that supports high-quality graphics, including custom shaders, dynamic lighting and post-processing effects. Integration with Vulkan, DirectX 11/12 and OpenGL delivers high performance across different platforms.
  • Physics system. Incorporates the Bullet physics engine, which provides accurate simulations of collisions, rigid body dynamics and vehicles. Developers can configure parameters such as gravity, friction and forces to create realistic interactions.
  • Advanced animation. Supports skeletal animation, blend trees and layer masks for characters and objects. The animation system lets you blend movements and adjust weights for smooth transitions between states.
  • Visual editor. Includes an integrated design environment where you can drag and drop entities, adjust properties and preview scenes. The editor supports real-time editing, with changes reflected immediately.
  • C# scripting. Games are programmed in C#, with direct access to the engine's APIs. Scripts can handle game logic, events and entity behaviors, with Visual Studio integration.
  • Cross-platform. Compiles projects for Windows, Linux, Android, iOS and consoles such as Xbox and PlayStation. The engine handles differences between platforms automatically in most cases.
  • Particle system. Tools for creating complex visual effects such as fire, smoke or explosions. Particles can be controlled through emitters, forces and colliders.
  • Spatial audio. Implements 3D sound with distance attenuation and Doppler effects. Compatible with formats such as WAV and OGG, with dynamic track mixing.
  • Networking and multiplayer. APIs for state synchronization in multiplayer games, both over LAN and online. Includes functions for handling latency and movement prediction.
  • Asset import. Supports formats such as FBX, OBJ, PNG and JPEG. Imported 3D models keep their bone hierarchies and animations.
  • User interface. A UI system with predefined elements such as buttons, sliders and panels. Layouts can be created with a layout editor featuring responsive anchors.
  • Custom shaders. An HLSL-based shading language for custom graphical effects. Shaders can be edited directly or built with nodes in the material editor.

Stride Game Engine was initially developed by Silicon Studio under the name Xenko. The project was launched in 2014 as an open-source alternative to commercial engines. In 2018, it was renamed Stride and migrated to .NET Core. The engine is written in C# and uses a modular architecture that makes it easy to extend its functionality.


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Changelog

Version: 4.4.1
  1. Direct3D 12 games no longer require Windows Developer Mode to use the Agility SDK. It works on Windows 10, games bundle it in a D3D12 folder beside the executable, and Game Studio loads it as well.
  2. MSAA now works on Vulkan and Direct3D 12, and it is no longer disabled on iOS.
  3. Indirect draws and dispatches now work on Vulkan and Direct3D 12. The new Buffer.Argument.New overloads accept arguments written by compute shaders, and ComputeEffectShader can dispatch from an argument buffer.
  4. Added CommandList.UnorderedAccessBarrier, and ClearReadWrite now runs in the correct order relative to the surrounding shader reads and writes. On Vulkan it can also clear buffers.
  5. On hybrid laptops, games now run on the discrete GPU rather than always choosing the integrated one.
  6. Voxel GI lights scenes again on Direct3D 12 and Vulkan, and on Vulkan it no longer starts from leftover memory.
  7. Fixed a crash in Vulkan games built with WinForms when their window is minimized.
  8. Several Vulkan rendering bugs were fixed: the wrong start instance in instanced draws, buffer copies inside a render pass, a crash when creating pipelines for effects without resources, and broken profiler labels. Pipelines are also bound once per change instead of before every draw.
  9. Several Direct3D 12 bugs were fixed: device removal on Intel Arc GPUs, depth-only pipeline states, MSAA resolve copies going in the wrong direction, and crashes from barriers on resources that were already disposed.
  10. Direct3D 11 bugs were fixed: per-instance vertex data lost its step rate, a resource could remain bound for reading while a shader wrote to it, and there was a possible crash when binding render targets.
  11. GPU profiling no longer throws in the first frame on Direct3D 11, and GPU queries are reset, read back and reused correctly on Vulkan and Direct3D 12.
  12. Temporary render targets and buffers are reused correctly, and their names are no longer wrong.
  13. Opaque objects are now drawn in the same order on every run. Local reflections begin from a clean history, and temporal anti-aliasing no longer depends on gather offsets.
  14. Games keep the device's shader profile when none is defined, and they unload only the game systems whose content was actually loaded.
  15. A RenderOutputDescription built from a short span no longer reads beyond its end, and a typed unordered-access buffer below feature level 11_0 now fails with a clear error.
  16. Transparent materials apply their alpha just once on every lighting path, so they now look brighter than before.
  17. The cel shading ramp uses the brightness of a color and keeps its hue, instead of reading only the red channel. The clear coat metal flakes normal map now uses its own settings.
  18. A shader that implements an abstract method without override compiles again, as it did in Stride 4.3, and now only produces a warning.
  19. The shader compiler accepts much more HLSL code that previously failed or generated invalid shaders: do-while loops, comma expressions, structs declared inside methods, struct members that are arrays, writing through swizzles (also as out arguments), initializer lists for any numeric type, int/uint/bool matrices, lit(), Interlocked* on signed values and texture texels, and texture offsets that become constant after unrolling.
  20. Better support for structured and byte address buffers: methods can take them as parameters, they gain GetDimensions and Load, and buffers of matrices or float3 share the same layout on Vulkan and Direct3D 12 as on Direct3D 11.
  21. Many shader compile errors and warnings now explain what is wrong and point to the correct file, line and column. New warnings flag suspicious operator precedence, just like DXC does.
  22. Many cases that produced invalid shaders or wrong results were fixed, such as a continue inside a switch, methods used by two shader stages, 1D textures, geometry shaders, SV_PrimitiveID read without a geometry shader, and discard; in effects.
  23. Effects, shader classes and materials are compiled once more after upgrading, so they pick up these fixes.
  24. Added debug rendering of contact points and normals, and fixed wireframe glitches on faces that cross the camera plane.
  25. MaxStepPerFrame now limits the steps per frame, and a value of -1 no longer freezes the simulation. BodyComponent.SetTargetPose reaches the target orientation in a single step.
  26. Input routing and text input no longer allocate memory on every event.
  27. EntityProcessor no longer requires its component data to be a class.
  28. Fixed the errors that occurred when scripts are cancelled after the scheduler has shut down, along with a possible crash in the update engine.
  29. Assets from plugins are now upgraded according to their own format versions, not just the engine's. An asset file with a YAML error now reports the error and its location instead of crashing.

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