{"id":100022,"date":"2021-04-25T16:23:23","date_gmt":"2021-04-25T14:23:29","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3"},"modified":"2021-04-25T16:23:23","modified_gmt":"2021-04-25T14:23:29","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po 7 m\u011bs\u00edc\u00edch v\u00fdvoje byl uvoln\u011bn vyd\u00e1n\u00ed voln\u00e9ho hern\u00edho enginu Godot 3.3, kter\u00fd je vhodn\u00fd pro vytv\u00e1\u0159en\u00ed 2D a 3D her. Engine podporuje snadno se u\u010d\u00edc\u00ed jazyk pro zad\u00e1n\u00ed hern\u00ed logiky, grafick\u00e9 prost\u0159ed\u00ed pro navrhov\u00e1n\u00ed her, syst\u00e9m nasazen\u00ed her jedn\u00edm kliknut\u00edm, \u0161irok\u00e9 mo\u017enosti animace a simulace fyzik\u00e1ln\u00edch proces\u016f, zabudovan\u00fd debugger a syst\u00e9m pro odhalov\u00e1n\u00ed \u00fazk\u00fdch m\u00edst v v\u00fdkonu. K\u00f3d hern\u00edho enginu, n\u00e1vrhov\u00e9ho prost\u0159ed\u00ed a souvisej\u00edc\u00edch v\u00fdvojov\u00fdch n\u00e1stroj\u016f (fyzik\u00e1ln\u00ed engine, zvukov\u00fd server, backendy pro 2D\/3D renderov\u00e1n\u00ed atd.) se \u0161\u00ed\u0159\u00ed pod licenc\u00ed MIT.       <\/p>\n<p>Zdrojov\u00e9 k\u00f3dy enginu byly otev\u0159eny v roce 2014 studi\u00ed OKAM, po deseti letech v\u00fdvoje propriet\u00e1rn\u00edho produktu profesion\u00e1ln\u00ed \u00farovn\u011b, kter\u00fd byl pou\u017eit k tvorb\u011b a vyd\u00e1n\u00ed mnoha her pro PC, hern\u00ed konzole a mobiln\u00ed za\u0159\u00edzen\u00ed. Engine podporuje v\u0161echny popul\u00e1rn\u00ed stacion\u00e1rn\u00ed a mobiln\u00ed platformy (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX) a tak\u00e9 v\u00fdvoj her pro web. Hotov\u00e9 spustiteln\u00e9 bin\u00e1rn\u00ed sestavy byly vytvo\u0159eny pro Linux, Windows a macOS.     <\/p>\n<p>V samostatn\u00e9 v\u011btvi se vyv\u00edj\u00ed nov\u00fd renderovac\u00ed backend zalo\u017een\u00fd na grafick\u00e9m API Vulkan, kter\u00fd bude nab\u00edzen v p\u0159\u00ed\u0161t\u00edm vyd\u00e1n\u00ed Godot 4.0, m\u00edsto nyn\u00ed nab\u00edzen\u00fdch renderovac\u00edch backend\u016f prost\u0159ednictv\u00edm OpenGL ES 3.0 a OpenGL 3.3 (podpora OpenGL ES a OpenGL bude zachov\u00e1na prost\u0159ednictv\u00edm zaji\u0161t\u011bn\u00ed provozu star\u00e9ho backendu OpenGL ES 2.0\/OpenGL 2.1 na nov\u00e9 renderovac\u00ed architektu\u0159e zalo\u017een\u00e9 na Vulkan). P\u0159echod z Godot 3.x na Godot 4.0 bude vy\u017eadovat p\u0159epracov\u00e1n\u00ed aplikac\u00ed kv\u016fli poru\u0161en\u00ed kompatibility na \u00farovni API, ale pro v\u011btev Godot 3.x bude zaji\u0161t\u011bn dlouh\u00fd cyklus podpory, jeho\u017e d\u00e9lka bude z\u00e1viset na popt\u00e1vce po p\u0159\u00edsn\u011b API ze strany u\u017eivatel\u016f.       <\/p>\n<p> V\u011btev Godot 3.3 je pln\u011b kompatibiln\u00ed s Godot 3.2 a pokra\u010duje ve v\u00fdvoji stabiln\u00edch vyd\u00e1n\u00ed enginu, pro kter\u00e1 bude zaji\u0161t\u011bna dlouh\u00e1 doba podpory. P\u016fvodn\u011b bylo pl\u00e1nov\u00e1no vyd\u00e1n\u00ed aktualizace 3.2.4 m\u00edsto Godot 3.3, ale verze 3.2.x byly u\u017eivateli vn\u00edm\u00e1ny jako opravn\u00e9, p\u0159esto\u017ee do\u0161lo k p\u0159enosu nov\u00fdch mo\u017enost\u00ed z v\u011btve 4.0. Proto projekt p\u0159e\u0161el na klasick\u00fd syst\u00e9m semantick\u00e9ho verzov\u00e1n\u00ed. Konkr\u00e9tn\u011b t\u0159et\u00ed \u010d\u00edslice nyn\u00ed ozna\u010duje pouze p\u0159\u00edtomnost oprav, druh\u00e1 \u2014 zahrnut\u00ed nov\u00e9 funk\u010dnosti a prvn\u00ed \u2014 p\u0159\u00edtomnost zm\u011bn, kter\u00e9 ovliv\u0148uj\u00ed kompatibilitu. V\u011btev 3.x.x bude prov\u00e1zena paraleln\u011b s 4.x.x, dokud nebude Godot 4.x pln\u011b stabilizov\u00e1n a p\u0159izp\u016fsoben pro ve\u0161ker\u00e9 aktu\u00e1ln\u00ed vybaven\u00ed.    <\/p>\n<p>Godot 3.3 se vyzna\u010duje p\u0159id\u00e1n\u00edm n\u00e1sleduj\u00edc\u00edch novinek:  <\/p>\n<ul>\n<li class=\"l\"> Byla p\u0159ipravena varianta editoru, kter\u00e1 funguje v prohl\u00ed\u017ee\u010di.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost exportu her pro platformu Android ve form\u00e1tu AAB (Android App Bundle), krom\u011b bal\u00ed\u010dk\u016f APK. Form\u00e1t AAB umo\u017e\u0148uje organizovat stahov\u00e1n\u00ed pouze t\u011bch nativn\u00edch knihoven, kter\u00e9 jsou pot\u0159ebn\u00e9 pro fungov\u00e1n\u00ed na aktu\u00e1ln\u00edm za\u0159\u00edzen\u00ed (nap\u0159\u00edklad armeabi-v7a nebo arm64-v8a). Pro platformu Android byla rovn\u011b\u017e realizov\u00e1na mo\u017enost vlo\u017een\u00ed prvk\u016f zalo\u017een\u00fdch na enginu Godot do aplikac\u00ed ve form\u011b subkomponent (subview), kter\u00e9 vyu\u017e\u00edvaj\u00ed \u010d\u00e1st okna. Tak\u00e9 byla p\u0159id\u00e1na podpora pro slep\u00e9 oblasti obrazovky (zaoblen\u00ed a v\u00fd\u0159ezy pro kameru), ud\u00e1losti my\u0161i a vstup z extern\u00ed kl\u00e1vesnice.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl navr\u017een nov\u00fd API pro sestaven\u00ed a distribuci plugin\u016f pro platformu iOS, kter\u00fd umo\u017e\u0148uje p\u0159esunout pluginy (ARKit, GameCenter, InAppStore) do samostatn\u00e9ho repozit\u00e1\u0159e a rozv\u00edjet je nez\u00e1visle na enginu Godot. D\u0159\u00edve byl tento API implementov\u00e1n pro platformu Android.\n<li class=\"l\"> Byly vylep\u0161eny n\u00e1stroje pro export her pro Web (platforma HTML5). Pro hry spu\u0161t\u011bn\u00e9 v prohl\u00ed\u017ee\u010di byla p\u0159id\u00e1na podpora v\u00edcevl\u00e1knovosti a skript\u016f GDNative, ale kv\u016fli omezen\u00edm platformy HTML5 je jejich implementace nekompatibiln\u00ed s variantami pro nativn\u00ed hry. Krom\u011b toho je implementace vl\u00e1ken v\u00e1z\u00e1na na API SharedArrayBuffer, kter\u00e9 nen\u00ed dostupn\u00e9 ve v\u0161ech prohl\u00ed\u017ee\u010d\u00edch. Byly poskytnuty t\u0159i samostatn\u00e9 re\u017eimy exportu \u2014 Regular, Threads a GDNative. V profilu pro v\u00edce vl\u00e1ken byla nav\u00edc p\u0159id\u00e1na podpora API AudioWorklet, co\u017e umo\u017e\u0148uje dos\u00e1hnout kvalitn\u011bj\u0161\u00edho zvukov\u00e9ho v\u00fdstupu bez zablokov\u00e1n\u00ed hlavn\u00edho vl\u00e1kna. Byla rovn\u011b\u017e v\u00fdrazn\u011b vylep\u0161ena podpora hern\u00edch ovlada\u010d\u016f a virtu\u00e1ln\u00edch kl\u00e1vesnic.        <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro sestaven\u00ed her pro nov\u00e9 za\u0159\u00edzen\u00ed Apple vybaven\u00e9 ARM \u010dipem M1. Byla p\u0159id\u00e1na podpora pro p\u0159ipojen\u00ed digit\u00e1ln\u00edch podpis\u016f k spou\u0161t\u011bc\u00edm soubor\u016fm generovan\u00fdm pro macOS.\n<li class=\"l\"> Z v\u011btve 4.0 byl p\u0159enesen modernizovan\u00fd API pro organizaci v\u00edcestup\u0148ov\u00e9ho zpracov\u00e1n\u00ed, ve kter\u00e9m jsou vyu\u017eity mo\u017enosti standardu C++14, zv\u00fd\u0161ena spolehlivost v\u00fdkonu na r\u016fzn\u00fdch platform\u00e1ch a provedena optimalizace v\u00fdkonu.\n<li class=\"l\"> Z v\u011btve 4.0 byla p\u0159enesena optimalizace, kter\u00e1 pou\u017e\u00edv\u00e1 strukturu BVH (Bounding Volume Hierarchy) nam\u00edsto metody Octree pro dynamick\u00e9 prostorov\u00e9 rozd\u011blen\u00ed p\u0159i renderov\u00e1n\u00ed. BVH je nyn\u00ed pou\u017e\u00edv\u00e1n v\u00fdchoz\u00edm nastaven\u00edm a \u0159e\u0161\u00ed mnoho probl\u00e9m\u016f s v\u00fdkonem.\n<li class=\"l\"> Byla zavedena unifikovan\u00e1 implementace 2D batching (Batching, optimalizace pro sn\u00ed\u017een\u00ed po\u010dtu vykreslovac\u00edch vol\u00e1n\u00ed na z\u00e1klad\u011b vz\u00e1jemn\u00e9 polohy objekt\u016f), kter\u00e1 m\u016f\u017ee b\u00fdt aplikov\u00e1na jak pro OpenGL ES 3, tak pro OpenGL ES 2. Tato optimalizace nyn\u00ed pokr\u00fdv\u00e1 v\u00edce objekt\u016f, v\u010detn\u011b lini\u00ed a mnoho\u00faheln\u00edk\u016f.\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd lightmapper, kter\u00fd vyu\u017e\u00edv\u00e1 metodu sledov\u00e1n\u00ed paprsku a podporuje potla\u010den\u00ed \u0161umu pomoc\u00ed knihovny oidn (Open Image Denoise). Nov\u00fd lightmapper vyu\u017e\u00edv\u00e1 pro v\u00fdpo\u010dty CPU a \u0159e\u0161\u00ed v\u011bt\u0161inu probl\u00e9m\u016f s kvalitou, kter\u00e9 tr\u00e1pily star\u00e9ho zpracovatele. D\u00e1le byl p\u0159ipraven variant lightmapperu, kter\u00fd vyu\u017e\u00edv\u00e1 GPU, ale ten je zalo\u017een na API Vulkan a objev\u00ed se a\u017e ve v\u011btvi 4.0.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Z v\u011btve Godot 4.0 bylo p\u0159eneseno mnoho vylep\u0161en\u00ed souvisej\u00edc\u00edch s renderingem, jako je rychl\u00e9 programov\u00e9 skinyng, optimalizovan\u00e9 transformace skryt\u00fdch 3D objekt\u016f, p\u0159izp\u016fsobiteln\u00e9 mno\u017estv\u00ed sv\u011bteln\u00fdch zdroj\u016f pro ka\u017ed\u00fd objekt a vylep\u0161en\u00e9 vykreslov\u00e1n\u00ed st\u00edn\u016f pomoc\u00ed filtru PCF.      <center>  <div class=\"youtube-placeholder\" data-id=\"WJW06tS3GGw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/WJW06tS3GGw\/hqdefault.jpg\" alt=\"P\u0159ehr\u00e1t video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>  <\/center>\n<li class=\"l\"> V enginu pro simulaci fyzik\u00e1ln\u00edch proces\u016f byla vylep\u0161ena zpracov\u00e1n\u00ed r\u016fzn\u00fdch typ\u016f koliz\u00ed.\n<li class=\"l\"> Do editoru byly p\u0159id\u00e1ny plnohodnotn\u00e9 mo\u017enosti pro kop\u00edrov\u00e1n\u00ed a vkl\u00e1d\u00e1n\u00ed uzl\u016f, kter\u00e9 umo\u017e\u0148uj\u00ed p\u0159esun mezi r\u016fzn\u00fdmi sc\u00e9nami.\n<li class=\"l\"> Byl vylep\u0161en inspek\u010dn\u00ed re\u017eim, ve kter\u00e9m je zaji\u0161t\u011bno vizu\u00e1ln\u00ed zv\u00fdrazn\u011bn\u00ed subzdroj\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro definov\u00e1n\u00ed v\u00fdchoz\u00edch nastaven\u00ed pro importovan\u00e9 zdroje.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla provedena pr\u00e1ce na zlep\u0161en\u00ed pr\u00e1ce v 3D editoru, v\u010detn\u011b p\u0159id\u00e1n\u00ed nekone\u010dn\u00e9 dynamick\u00e9 trojrozm\u011brn\u00e9 s\u00edt\u011b a v\u00fdrazn\u00e9ho zlep\u0161en\u00ed implementace ot\u00e1\u010den\u00ed a zv\u00fdrazn\u011bn\u00ed pomoc\u00ed gizma (ukazatele os sou\u0159adnic).    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do n\u00e1stroj\u016f pro t\u00fdmovou pr\u00e1ci byla p\u0159id\u00e1na ochrana proti zm\u011bn\u00e1m v sc\u00e9n\u00e1ch, kter\u00e9 jsou ji\u017e otev\u0159eny jin\u00fdmi u\u017eivateli (zobraz\u00ed se upozorn\u011bn\u00ed, pokud p\u0159i ukl\u00e1d\u00e1n\u00ed jsou nalezeny nov\u011bj\u0161\u00ed verze otev\u0159en\u00fdch soubor\u016f).\n<li class=\"l\"> Byl vylep\u0161en import z FBX soubor\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n plugin OpenXR s podporou stejnojmenn\u00e9ho standardu pro vytv\u00e1\u0159en\u00ed aplikac\u00ed pro virtu\u00e1ln\u00ed a roz\u0161\u00ed\u0159enou realitu. Do portu HTML5 pro vytv\u00e1\u0159en\u00ed her na z\u00e1klad\u011b technologi\u00ed virtu\u00e1ln\u00ed reality byla p\u0159id\u00e1na podpora specifikace WebXR.    <center>  <div class=\"youtube-placeholder\" data-id=\"UMKvSxUpsHA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/UMKvSxUpsHA\/hqdefault.jpg\" alt=\"P\u0159ehr\u00e1t video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>  <\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro na\u010d\u00edt\u00e1n\u00ed a p\u0159ehr\u00e1v\u00e1n\u00ed zvuku ve form\u00e1tu MP3 (d\u0159\u00edve nepodporov\u00e1no kv\u016fli patent\u016fm).\n<li class=\"l\"> Do GraphEdit byla p\u0159id\u00e1na podpora miniatury cel\u00e9 struktury (minimap), kter\u00e1 se zobrazuje v prav\u00e9m doln\u00edm rohu a umo\u017e\u0148uje okam\u017eit\u00fd p\u0159ehled o v\u0161ech uzlech.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55028\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 7 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 3.3, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f 2D- \u0438 3D-\u0438\u0433\u0440. \u0414\u0432\u0438\u0436\u043e\u043a \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u0442 \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0434\u043b\u044f \u0438\u0437\u0443\u0447\u0435\u043d\u0438\u044f \u044f\u0437\u044b\u043a \u0437\u0430\u0434\u0430\u043d\u0438\u044f \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043b\u043e\u0433\u0438\u043a\u0438, \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0441\u0440\u0435\u0434\u0443 \u0434\u043b\u044f \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440, \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0440\u0430\u0437\u0432\u0451\u0440\u0442\u044b\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0432 \u043e\u0434\u0438\u043d \u043a\u043b\u0438\u043a, \u0448\u0438\u0440\u043e\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 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