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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
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
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
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
Navigation terms
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
Sprites terms
UI terms
Virtual reality terms