# Glossary - [Stride](https://www.stride3d.net/): A C# game engine for creating 2D/3D games and visualizations. - [Stride Community Toolkit](https://stride3d.github.io/stride-community-toolkit/index.html): A collection of extensions and helpers for the Stride engine. - [Code-Only](https://stride3d.github.io/stride-community-toolkit/manual/code-only/index.html): A feature of the toolkit that allows you to create a game without using the Game Studio. ## Animation terms - [Additive animation](../animation/additive-animation.md): Blends an animation additively onto a base pose. - [Animation](../animation/index.md): Moving or changing values of objects over time, typically applied to models, lights, or component properties. - [Animation clip](../animation/index.md): A timeline containing curves and keyframes that animate values over a defined duration. - [Animation curve](../animation/animation-properties.md): A function describing how a value changes over time; composed of keyframes and an interpolation mode. - [Blend tree](../animation/animation-scripts.md): Logic that blends multiple animations based on parameters. - [Custom blend trees](../animation/custom-blend-trees.md): Complex blending graphs that combine multiple clips. - [Import animations](../animation/import-animations.md): Bring animations from DCC tools into Stride. - [Keyframe](../animation/animation-properties.md): A time/value sample on a curve. - [Model node links](../animation/model-node-links.md): Link animation channels to specific nodes in a model. - [Preview animations](../animation/preview-animations.md): Inspect and debug clips in the editor. - [Procedural animation](../animation/procedural-animation.md): Animation generated at runtime via code rather than authored keyframes. - [Set up animations](../animation/set-up-animations.md): Assign clips and configure animation components. - [Skeleton / rig](../animation/index.md): A hierarchy of bones used to pose and animate skinned models. ## Asset terms - [Archetype](../game-studio/archetypes.md): A template for asset properties that other assets can inherit from. - [Asset](../game-studio/assets.md): 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("MyFolder/MyAsset")`. See [Create a model from code](../scripts/create-a-model-from-code.md) and [Create a script](../scripts/create-a-script.md). - [Asset bundles](../engine/assets/asset-bundles.md): Groups of assets packaged for deployment/streaming. - [Asset control](../engine/assets/asset-control.md): Control asset loading, references, and lifetime. - [Build pipeline](../engine/build-pipeline.md): Compiles assets into runtime-ready formats. - [Prefab](../game-studio/prefabs/index.md): 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](../game-studio/manage-assets.md). ## Audio terms - [Audio emitter](../audio/audio-emitters.md): A component that plays sounds in 3D space. - [Audio listener](../audio/audio-listeners.md): Represents the listener position/orientation used for spatial audio. - [Doppler effect](../audio/play-a-range-within-an-audio-file.md): Pitch shift proportional to relative velocity between emitter and listener. - [Global audio settings](../audio/global-audio-settings.md): Project-wide audio configuration. - [Non-spatialized audio](../audio/non-spatialized-audio.md): 2D audio that does not attenuate with distance. - [Spatialized audio](../audio/spatialized-audio.md): Audio that changes with distance and direction; can use [HRTF](../audio/hrtf.md) for realism. - [Stream audio](../audio/stream-audio.md): Play long audio from disk instead of preloading. ## Core terms - [Delta Time](../../tutorials/csharpbeginner/delta-time.md): The time elapsed between frames, used for frame-independent movement. - [Frame rate](https://en.wikipedia.org/wiki/Frame_rate): The number of frames rendered per second (FPS). - [GameTime](https://doc.stride3d.net/latest/en/api/Stride.Games.GameTime.html): Time information passed to the game loop. - [Vector3](https://doc.stride3d.net/latest/en/api/Stride.Core.Mathematics.Vector3.html): A 3D vector representing a point or direction. ## Editor terms - [Add entities](../game-studio/add-entities.md): Create new entities in a scene. - [Archetypes](../game-studio/archetypes.md): Share default properties across assets. - [Asset View](../game-studio/assets.md): Panel used to manage assets in your project. - [Create assets](../game-studio/create-assets.md): Create and organize project assets. - [Game settings](../game-studio/game-settings.md): Project-wide defaults such as the graphics compositor and rendering options. - [Graphics compositor editor](../graphics/graphics-compositor/index.md): Node-based editor to configure the rendering pipeline. - [Manage entities](../game-studio/manage-entities.md): Select, group, and organize entities. - [Manage scenes](../game-studio/manage-scenes.md): Open, set defaults, and load/unload scenes. - [Navigate the Scene Editor](../game-studio/navigate-in-the-scene-editor.md): Viewport navigation and controls. - [Property Grid](../game-studio/index.md): Panel used to view and edit properties of selected entities/components. - [Scene Editor](../game-studio/scenes.md): The 3D/2D viewport for arranging entities in a scene. - [Splash screen](../game-studio/splash-screen.md): Configure startup visuals. - [Use assets](../game-studio/use-assets.md): Reference and place assets in scenes. - [World units](../game-studio/world-units.md): Scene scale conventions (unit size, conversions). ## General terms - [ECS (Entity Component System)](../engine/entity-component-system/index.md): The architecture where entities host components and systems process them. - [Entity](../engine/entity-component-system/index.md): An object in the scene that can represent anything from a 3D model to a camera or light and aggregates multiple components. - [Entity component](../engine/entity-component-system/index.md): A piece of data/behavior attached to an entity (for example Transform, Model, Light). - [Game](https://doc.stride3d.net/latest/en/api/Stride.Engine.Game.html): A Stride application or interactive experience running the game loop. - [Game loop](https://en.wikipedia.org/wiki/Video_game_programming#Game_structure): The main loop that updates and renders the game each frame. - [Scene](../game-studio/scenes.md): The container for entities, defining the game world or environment. - [Transform](../../tutorials/csharpbeginner/transform-position.md): Defines an entity's position, rotation, and scale in the scene. ## Graphics terms - [3D primitive](https://doc.stride3d.net/latest/en/api/Stride.Graphics.GeometricPrimitives.GeometricPrimitive.Cube.html): A basic geometric mesh such as a cube, sphere, or cylinder. - [Camera](../graphics/cameras/index.md): Captures the scene from a perspective or orthographic view. - [Camera slot](../graphics/cameras/camera-slots.md): Binds scene cameras to the graphics compositor. - [Debug renderers](../graphics/graphics-compositor/debug-renderers.md): On-screen debug drawings (lines, shapes, labels). - [Effects and shaders](../graphics/effects-and-shaders/index.md): Shader authoring and customization for rendering. - [Graphics compositor](../graphics/graphics-compositor/index.md): Organizes how scenes are rendered, including cameras, render targets, and post effects. - [Material](../graphics/materials/index.md): Defines how a surface is shaded (color, textures, and lighting response). - [Mesh](../graphics/low-level-api/draw-vertices.md): Geometry to render, defined by vertex and optionally index buffers. - [Model](../scripts/create-a-model-from-code.md): A container of one or more meshes and a list of materials. - [Pipeline state](../graphics/low-level-api/pipeline-state.md): Input layout, primitive type, shaders, and states used for a draw. - [Post effects](../graphics/post-effects/index.md): 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](../scripts/create-a-model-from-code.md) and [Draw vertices](../graphics/low-level-api/draw-vertices.md). - [Render groups and masks](../graphics/graphics-compositor/render-groups-and-masks.md): Filter which objects render in each pass. - [Render texture](../graphics/graphics-compositor/render-textures.md): A texture that receives the output of a camera or rendering pass. - [Resource binding](../graphics/low-level-api/resources.md): Bind textures/buffers and constants to shaders. - [Scene renderers](../graphics/graphics-compositor/scene-renderers.md): Components that draw the scene (for example forward renderer, debug renderer). - [Skybox](../graphics/textures/skyboxes-and-backgrounds.md): A background using a cubemap or 360° panorama to simulate distant surroundings. - [SpriteBatch](../graphics/low-level-api/spritebatch.md): Batched 2D drawing of sprites. - [SpriteFont](../graphics/low-level-api/spritefont.md): Fonts for drawing text in 2D/3D with SpriteBatch. - [Vertex buffer / index buffer / primitive type](../graphics/low-level-api/draw-vertices.md): Low-level geometry data and topology used to render meshes. ### Post-effect terms - [Ambient occlusion](../graphics/post-effects/ambient-occlusion.md): Screen-space occlusion to enhance contact shadows. - [Anti-aliasing](../graphics/post-effects/anti-aliasing.md): Techniques to smooth jagged edges. - [Bloom](../graphics/post-effects/bloom.md): Glow effect from bright areas. - [Bright filter](../graphics/post-effects/bright-filter.md): Extract bright regions for bloom/compositing. - [Depth of field](../graphics/post-effects/depth-of-field.md): Simulates camera focus blur. - [Lens flare](../graphics/post-effects/lens-flare.md): Light artifacts caused by bright sources. - [Light streaks](../graphics/post-effects/light-streaks.md): Streaking effect from bright lights. - [Local reflections](../graphics/post-effects/local-reflections.md): Screen-space reflections for shiny surfaces. - [Tone mapping](../graphics/post-effects/color-transforms/tonemap.md): Map HDR values to displayable range. ## Input terms - [Gamepads](../input/gamepads.md): Controller input support and mapping. - [Gestures](../input/gestures.md): Touch gesture detection. - [Keyboards](../input/keyboards.md): Keyboard input handling. - [Mouse](../input/mouse.md): Mouse input handling. - [Pointers](../input/pointers.md): Unified pointer input across devices. - [Sensors](../input/sensors.md): Device sensors like accelerometers and gyroscopes. - [Virtual buttons](../input/virtual-buttons.md): Map multiple physical inputs to actions. ## Lighting terms - [Ambient light](../graphics/lights-and-shadows/ambient-lights.md): Uniform lighting applied across the scene. - [Directional light](../graphics/lights-and-shadows/directional-lights.md): Light from a distant source with parallel rays (e.g., sunlight). - [Light probes](../graphics/lights-and-shadows/light-probes.md): Sampled lighting information used for indirect lighting. - [Point light](../graphics/lights-and-shadows/point-lights.md): Light that radiates from a point in all directions. - [Shadows](../graphics/lights-and-shadows/shadows.md): Techniques to render occlusion from lights. - [Skybox light](../graphics/lights-and-shadows/skybox-lights.md): Image-based lighting derived from a skybox. - [Spot light](../graphics/lights-and-shadows/spot-lights.md): Light that radiates within a cone. - [Voxel cone tracing GI](../graphics/lights-and-shadows/voxel-cone-tracing-gi.md): Real-time global illumination technique. ## Navigation terms - [Dynamic navigation](../navigation/dynamic-navigation.md): Runtime updates to navigation data. - [Navigation bounding boxes](../navigation/navigation-bounding-boxes.md): Volumes defining navigation constraints. - [Navigation components](../navigation/navigation-components.md): Components that enable navigation behaviors. - [Navigation groups](../navigation/navigation-groups.md): Layers/groups to partition navigation. - [Navigation meshes](../navigation/navigation-meshes.md): Walkable areas computed from scene geometry. ## Particles terms - [Emitters](../particles/emitters.md): Particle sources that spawn particles over time. - [Initializers](../particles/initializers.md): Set initial particle properties when spawned. - [Materials (particles)](../particles/materials.md): Materials used for rendering particles. - [Ribbons and trails](../particles/ribbons-and-trails.md): Ribbon/trail rendering driven by particles. - [Shapes](../particles/shapes.md): Spawn shapes for emitters (sphere, cone, box, etc.). - [Spawners](../particles/spawners.md): Control particle spawn rates and bursts. - [Updaters](../particles/updaters.md): Modify particle properties over their lifetime. ## Performance terms - [Profiler](../troubleshooting/profiling.md): A tool that monitors performance metrics like frames per second (FPS) and memory usage. ## Physics terms - [Bepu Physics](../physics/index.md): The preferred physics engine for Stride, providing advanced [Bepu physics](https://github.com/bepu/bepuphysics2) simulation capabilities. - [BodyComponent](https://doc.stride3d.net/latest/en/api/Stride.BepuPhysics.BodyComponent.html): The runtime component for dynamic bodies (API reference). - [Character](../physics/characters.md): Specialized collider and controller for player or NPC movement. - [Collidable](../physics/colliders.md): Base component category for physics objects (statics, bodies, characters). - [Collider shapes](../physics/collider-shapes.md): Primitive and complex shapes that define collision bounds. - [Collision layers and groups](../physics/colliders.md): Settings that filter which objects can collide with each other. - [Constraints](../physics/constraints.md): Joints and limits connecting physics objects. - [Impulse](https://doc.stride3d.net/latest/en/api/Stride.BepuPhysics.BodyComponent.html#Stride_BepuPhysics_BodyComponent_ApplyImpulse_Stride_Core_Mathematics_Vector3_Stride_Core_Mathematics_Vector3_): An instantaneous change in momentum applied to a [rigid body](../physics/rigid-bodies.md). - [Kinematic body](../physics/kinematic-rigid-bodies.md): 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](../physics/index.md): Simulates physical interactions between entities in the scene. - [Physics queries](../physics/raycasting.md): Raycasts and overlaps to test collisions. - [Physics update](../physics/physics-update.md): Fixed timestep and update order considerations. - [Rigid body](../physics/rigid-bodies.md): Dynamic colliders affected by forces (gravity, collisions). - [Static](../physics/static-colliders.md): Non-moving colliders (terrain, walls) that other objects collide with. - [Trigger](../physics/triggers.md): A collider that raises events when other objects overlap without blocking them. ## Scripting terms - [Asynchronous script](../scripts/types-of-script.md): Runs a task-like Execute method; can await operations and return to the main thread with `await Script.NextFrame()`. - [Best practices](../scripts/best-practice.md): Recommended coding patterns for Stride projects. - [Camera controller](../../tutorials/csharpintermediate/third-person-camera.md): A script enabling camera movement using input. - [Content.Load](../scripts/create-a-model-from-code.md): Load assets at runtime via the content system. - [Debugging](../scripts/debugging.md): Inspect and troubleshoot scripts at runtime. - [Entity.GetOrCreate](../scripts/create-a-model-from-code.md): Retrieve or add a component to the entity. - [Events](../scripts/events.md): Script event patterns (subscribe, raise, handle). - [Gizmos](../scripts/gizmos.md): Draw editor helpers for custom components. - [Preprocessor variables](../scripts/preprocessor-variables.md): Conditional compilation for scripts. - [Public properties and fields](../scripts/public-properties-and-fields.md): Expose script fields to the editor. - [SceneSystem.SceneInstance.RootScene](../scripts/create-a-model-from-code.md): Access the active scene instance. - [Scheduling and priorities](../scripts/scheduling-and-priorities.md): Control script execution order and timing. - [Startup script](../scripts/types-of-script.md): Runs when added/removed at runtime; used to initialize or tear down game elements. - [Synchronous script](../scripts/types-of-script.md): Has an Update method that runs every frame on the main thread. - [Update method](../scripts/types-of-script.md#synchronous-scripts): A callback that runs every frame to update game logic. ## Sprites terms - [Nine-slice (sprite borders)](../sprites/set-sprite-borders.md): Scalable UI frames using sprite borders. - [Sprite](../sprites/use-sprites.md): A 2D image used in UI or scenes. - [Sprite sheet](../sprites/import-sprite-sheets.md): Texture atlas containing multiple sprites. ## UI terms - [Add a UI to a scene](../ui/add-a-ui-to-a-scene.md): How to display UI in your scene. - [Layout system](../ui/layout-system.md): Mechanism that arranges UI elements (stack panels, grids, anchors). - [UI editor](../ui/ui-editor.md): Tooling to author and preview UI within Game Studio. - [UI libraries](../ui/ui-libraries.md): Reusable sets of UI controls and styles. - [UI pages](../ui/ui-pages.md): Screens composed of UI elements. ## Virtual reality terms - [Enable VR](../virtual-reality/enable-vr.md): Enable VR support for your project. - [Overlays](../virtual-reality/overlays.md): Display UI or HUDs in VR using overlays. - [Preview a scene in VR](../virtual-reality/preview-a-scene-in-vr.md): Test your scene with a VR headset.