Glossary
- Stride: A C# game engine for creating 2D/3D games and visualizations.
- Stride Community Toolkit: A collection of extensions and helpers for the Stride engine.
- Code-Only: A feature of the toolkit that allows you to create a game without using the Game Studio.
Animation terms
- Additive animation: Blends an animation additively onto a base pose.
- Animation: Moving or changing values of objects over time, typically applied to models, lights, or component properties.
- Animation clip: A timeline containing curves and keyframes that animate values over a defined duration.
- Animation curve: A function describing how a value changes over time; composed of keyframes and an interpolation mode.
- Blend tree: Logic that blends multiple animations based on parameters.
- Custom blend trees: Complex blending graphs that combine multiple clips.
- Import animations: Bring animations from DCC tools into Stride.
- Keyframe: A time/value sample on a curve.
- Model node links: Link animation channels to specific nodes in a model.
- Preview animations: Inspect and debug clips in the editor.
- Procedural animation: Animation generated at runtime via code rather than authored keyframes.
- Set up animations: Assign clips and configure animation components.
- Skeleton / rig: A hierarchy of bones used to pose and animate skinned models.
Asset terms
- Archetype: A template for asset properties that other assets can inherit from.
- Asset: Content used by the game (models, textures, materials, scripts, etc.) managed by the asset pipeline.
- Asset URL: The path used in code to load an asset, for example with
Content.Load<T>("MyFolder/MyAsset")
. See Create a model from code and Create a script. - Asset bundles: Groups of assets packaged for deployment/streaming.
- Asset control: Control asset loading, references, and lifetime.
- Build pipeline: Compiles assets into runtime-ready formats.
- Prefab: A reusable entity hierarchy that can be instantiated at design time or runtime.
- Root asset: An asset included in the build so it is available at runtime. See Manage assets.
Audio terms
- Audio emitter: A component that plays sounds in 3D space.
- Audio listener: Represents the listener position/orientation used for spatial audio.
- Doppler effect: Pitch shift proportional to relative velocity between emitter and listener.
- Global audio settings: Project-wide audio configuration.
- Non-spatialized audio: 2D audio that does not attenuate with distance.
- Spatialized audio: Audio that changes with distance and direction; can use HRTF for realism.
- Stream audio: Play long audio from disk instead of preloading.
Core terms
- Delta Time: The time elapsed between frames, used for frame-independent movement.
- Frame rate: The number of frames rendered per second (FPS).
- GameTime: Time information passed to the game loop.
- Vector3: A 3D vector representing a point or direction.
Editor terms
- Add entities: Create new entities in a scene.
- Archetypes: Share default properties across assets.
- Asset View: Panel used to manage assets in your project.
- Create assets: Create and organize project assets.
- Game settings: Project-wide defaults such as the graphics compositor and rendering options.
- Graphics compositor editor: Node-based editor to configure the rendering pipeline.
- Manage entities: Select, group, and organize entities.
- Manage scenes: Open, set defaults, and load/unload scenes.
- Navigate the Scene Editor: Viewport navigation and controls.
- Property Grid: Panel used to view and edit properties of selected entities/components.
- Scene Editor: The 3D/2D viewport for arranging entities in a scene.
- Splash screen: Configure startup visuals.
- Use assets: Reference and place assets in scenes.
- World units: Scene scale conventions (unit size, conversions).
General terms
- ECS (Entity Component System): The architecture where entities host components and systems process them.
- Entity: An object in the scene that can represent anything from a 3D model to a camera or light and aggregates multiple components.
- Entity component: A piece of data/behavior attached to an entity (for example Transform, Model, Light).
- Game: A Stride application or interactive experience running the game loop.
- Game loop: The main loop that updates and renders the game each frame.
- Scene: The container for entities, defining the game world or environment.
- Transform: Defines an entity's position, rotation, and scale in the scene.
Graphics terms
- 3D primitive: A basic geometric mesh such as a cube, sphere, or cylinder.
- Camera: Captures the scene from a perspective or orthographic view.
- Camera slot: Binds scene cameras to the graphics compositor.
- Debug renderers: On-screen debug drawings (lines, shapes, labels).
- Effects and shaders: Shader authoring and customization for rendering.
- Graphics compositor: Organizes how scenes are rendered, including cameras, render targets, and post effects.
- Material: Defines how a surface is shaded (color, textures, and lighting response).
- Mesh: Geometry to render, defined by vertex and optionally index buffers.
- Model: A container of one or more meshes and a list of materials.
- Pipeline state: Input layout, primitive type, shaders, and states used for a draw.
- Post effects: Image effects (bloom, color grading, etc.) applied after scene rendering.
- Procedural Model: A model built at runtime from generated meshes (e.g., via built-in geometric primitives or custom vertex/index buffers) rather than imported as an asset. See also Create a model from code and Draw vertices.
- Render groups and masks: Filter which objects render in each pass.
- Render texture: A texture that receives the output of a camera or rendering pass.
- Resource binding: Bind textures/buffers and constants to shaders.
- Scene renderers: Components that draw the scene (for example forward renderer, debug renderer).
- Skybox: A background using a cubemap or 360° panorama to simulate distant surroundings.
- SpriteBatch: Batched 2D drawing of sprites.
- SpriteFont: Fonts for drawing text in 2D/3D with SpriteBatch.
- Vertex buffer / index buffer / primitive type: Low-level geometry data and topology used to render meshes.
Post-effect terms
- Ambient occlusion: Screen-space occlusion to enhance contact shadows.
- Anti-aliasing: Techniques to smooth jagged edges.
- Bloom: Glow effect from bright areas.
- Bright filter: Extract bright regions for bloom/compositing.
- Depth of field: Simulates camera focus blur.
- Lens flare: Light artifacts caused by bright sources.
- Light streaks: Streaking effect from bright lights.
- Local reflections: Screen-space reflections for shiny surfaces.
- Tone mapping: Map HDR values to displayable range.
Input terms
- Gamepads: Controller input support and mapping.
- Gestures: Touch gesture detection.
- Keyboards: Keyboard input handling.
- Mouse: Mouse input handling.
- Pointers: Unified pointer input across devices.
- Sensors: Device sensors like accelerometers and gyroscopes.
- Virtual buttons: Map multiple physical inputs to actions.
Lighting terms
- Ambient light: Uniform lighting applied across the scene.
- Directional light: Light from a distant source with parallel rays (e.g., sunlight).
- Light probes: Sampled lighting information used for indirect lighting.
- Point light: Light that radiates from a point in all directions.
- Shadows: Techniques to render occlusion from lights.
- Skybox light: Image-based lighting derived from a skybox.
- Spot light: Light that radiates within a cone.
- Voxel cone tracing GI: Real-time global illumination technique.
Navigation terms
- Dynamic navigation: Runtime updates to navigation data.
- Navigation bounding boxes: Volumes defining navigation constraints.
- Navigation components: Components that enable navigation behaviors.
- Navigation groups: Layers/groups to partition navigation.
- Navigation meshes: Walkable areas computed from scene geometry.
Particles terms
- Emitters: Particle sources that spawn particles over time.
- Initializers: Set initial particle properties when spawned.
- Materials (particles): Materials used for rendering particles.
- Ribbons and trails: Ribbon/trail rendering driven by particles.
- Shapes: Spawn shapes for emitters (sphere, cone, box, etc.).
- Spawners: Control particle spawn rates and bursts.
- Updaters: Modify particle properties over their lifetime.
Performance terms
- Profiler: A tool that monitors performance metrics like frames per second (FPS) and memory usage.
Physics terms
- Bepu Physics: The preferred physics engine for Stride, providing advanced Bepu physics simulation capabilities.
- BodyComponent: The runtime component for dynamic bodies (API reference).
- Character: Specialized collider and controller for player or NPC movement.
- Collidable: Base component category for physics objects (statics, bodies, characters).
- Collider shapes: Primitive and complex shapes that define collision bounds.
- Collision layers and groups: Settings that filter which objects can collide with each other.
- Constraints: Joints and limits connecting physics objects.
- Impulse: An instantaneous change in momentum applied to a rigid body.
- Kinematic body: Animated or code-driven colliders that affect others but are not affected by forces.
- Movement
- Non-physical movement: Moving entities by directly changing their position without physics interactions.
- Physics-based movement: Moving entities using the physics engine to simulate realistic interactions.
- Physics engine: Simulates physical interactions between entities in the scene.
- Physics queries: Raycasts and overlaps to test collisions.
- Physics update: Fixed timestep and update order considerations.
- Rigid body: Dynamic colliders affected by forces (gravity, collisions).
- Static: Non-moving colliders (terrain, walls) that other objects collide with.
- Trigger: A collider that raises events when other objects overlap without blocking them.
Scripting terms
- Asynchronous script: Runs a task-like Execute method; can await operations and return to the main thread with
await Script.NextFrame()
. - Best practices: Recommended coding patterns for Stride projects.
- Camera controller: A script enabling camera movement using input.
- Content.Load
: Load assets at runtime via the content system. - Debugging: Inspect and troubleshoot scripts at runtime.
- Entity.GetOrCreate
: Retrieve or add a component to the entity. - Events: Script event patterns (subscribe, raise, handle).
- Gizmos: Draw editor helpers for custom components.
- Preprocessor variables: Conditional compilation for scripts.
- Public properties and fields: Expose script fields to the editor.
- SceneSystem.SceneInstance.RootScene: Access the active scene instance.
- Scheduling and priorities: Control script execution order and timing.
- Startup script: Runs when added/removed at runtime; used to initialize or tear down game elements.
- Synchronous script: Has an Update method that runs every frame on the main thread.
- Update method: A callback that runs every frame to update game logic.
Sprites terms
- Nine-slice (sprite borders): Scalable UI frames using sprite borders.
- Sprite: A 2D image used in UI or scenes.
- Sprite sheet: Texture atlas containing multiple sprites.
UI terms
- Add a UI to a scene: How to display UI in your scene.
- Layout system: Mechanism that arranges UI elements (stack panels, grids, anchors).
- UI editor: Tooling to author and preview UI within Game Studio.
- UI libraries: Reusable sets of UI controls and styles.
- UI pages: Screens composed of UI elements.
Virtual reality terms
- Enable VR: Enable VR support for your project.
- Overlays: Display UI or HUDs in VR using overlays.
- Preview a scene in VR: Test your scene with a VR headset.