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#Stride game engine has been updated, meet 4.1:

– .NET 6 support and VS 2022 plugin
– Stride 4.1 leverages the power of .NET 6
– Support for C# 10
– Dithered shadows for semi-transparent materials
– Physics constraints
– Bullet constraints wrapped around in easy to use functionality
– Editor gizmos for physics constraints
– Physics performance optimization
– ACES tonemaping
– Fog image effect
– Outline image effect
– Improved editor gizmos

http://stride3d.net/blog/release-stride-4-1

#gameengines #stride3d #xenko
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And #Stride3D engine has been updated to 4.2 with .Net 8 support, C# 12, BEPU Physics, and more:

Developers Blogpost
#GameEngines #CSharp

The previous 4.1 version has been released in Summer of 2022 and the team is looking for new contributors to move on faster.
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You may be thinking, if there are #FlaxEngine, #O3DE, #Stride3D, #S2ENGINE, and literally dozens of others, where are games? I've tried a bunch of those engines today in a row: it's a minefield.

What common features are there, which aren't, what works and not — it's absolutely unpredictable.

Imagine, that things like the game settings are exceptionally limited; Project creation/deletion may not work from time to time; Or strict folders per file type, turning import process into an hour of guessing and testing.

That's the experience you don't want to have as #IndieDeveloper (there are already enough issues to fix).

Overall, making good #GameEngines isn't about pure technical features or a combination of those, it's how the app provides a meaningful workflow: proper groups of tasks + swiftly shifting between those groups.

Or, in case of the majority of modern engines, fails trying.
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