{"id":107043,"date":"2023-03-02T12:48:28","date_gmt":"2023-03-02T10:48:40","guid":{"rendered":"https:\/\/prohoster.info\/?p=107043"},"modified":"2023-03-03T23:49:34","modified_gmt":"2023-03-03T21:49:34","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po \u010dty\u0159ech letech v\u00fdvoje byl zve\u0159ejn\u011bn v\u00fdstup svobodn\u00e9ho hern\u00edho enginu Godot 4.0, kter\u00fd je vhodn\u00fd pro vytv\u00e1\u0159en\u00ed 2D a 3D her. Engine podporuje snadno nau\u010diteln\u00fd jazyk pro zad\u00e1v\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, integrovan\u00fd debugger a syst\u00e9m pro odhalov\u00e1n\u00ed \u00fazk\u00fdch m\u00edst v v\u00fdkonu. K\u00f3d hern\u00edho enginu, prost\u0159ed\u00ed pro n\u00e1vrh her a souvisej\u00edc\u00edch v\u00fdvojov\u00fdch n\u00e1stroj\u016f (fyzik\u00e1ln\u00ed engine, zvukov\u00fd server, backendy 2D\/3D renderov\u00e1n\u00ed atd.) je distribuov\u00e1n pod licenc\u00ed MIT.     <\/p>\n<p>Zdrojov\u00e9 k\u00f3dy enginu byly otev\u0159eny v roce 2014 studiem OKAM, po deseti letech v\u00fdvoje propriet\u00e1rn\u00edho produktu profesion\u00e1ln\u00ed \u00farovn\u011b, kter\u00fd byl pou\u017eit k vytv\u00e1\u0159en\u00ed a publikov\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), stejn\u011b jako v\u00fdvoj her pro Web. Hotov\u00e9 bin\u00e1rn\u00ed sestavy jsou generov\u00e1ny pro Linux, Android, Windows a macOS.       <\/p>\n<p>Do v\u011btve Godot 4.0 bylo zahrnuto p\u0159ibli\u017en\u011b 12 tis\u00edc zm\u011bn a opraveno 7 tis\u00edc chyb. Na v\u00fdvoji enginu a psan\u00ed dokumentace se pod\u00edlelo p\u0159ibli\u017en\u011b 1500 osob. Mezi kl\u00ed\u010dov\u00fdmi zm\u011bnami:  <\/p>\n<ul>\n<li class=\"l\"> Byly navr\u017eeny dva nov\u00e9 renderingov\u00e9 backendy (klastrov\u00fd a mobiln\u00ed) zalo\u017een\u00e9 na grafick\u00e9m API Vulkan, kter\u00e9 nahradily backendy vykresluj\u00edc\u00ed pomoc\u00ed OpenGL ES a OpenGL. Pro star\u0161\u00ed a low-end za\u0159\u00edzen\u00ed byl integrov\u00e1n backend zaji\u0161\u0165uj\u00edc\u00ed kompatibilitu zalo\u017een\u00fd na OpenGL, pou\u017e\u00edvaj\u00edc\u00ed novou architekturu vykreslov\u00e1n\u00ed. Pro dynamick\u00e9 vykreslov\u00e1n\u00ed s ni\u017e\u0161\u00edm rozli\u0161en\u00edm byla pou\u017eita technologie supersamplingu AMD FSR (FidelityFX Super Resolution), kter\u00e1 vyu\u017e\u00edv\u00e1 algoritmy prostorov\u00e9ho \u0161k\u00e1lov\u00e1n\u00ed a rekonstrukce detail\u016f pro sn\u00ed\u017een\u00ed ztr\u00e1ty kvality obrazu p\u0159i zv\u011bt\u0161ov\u00e1n\u00ed a p\u0159evodu do vy\u0161\u0161\u00edho rozli\u0161en\u00ed. Byl realizov\u00e1n renderingov\u00fd engine na b\u00e1zi Direct3D 12, kter\u00fd umo\u017en\u00ed zlep\u0161it podporu platforem Windows a Xbox.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost pr\u00e1ce s rozhran\u00edm v v\u00edcerozchodov\u00e9m re\u017eimu (r\u016fzn\u00e9 panely a \u010d\u00e1sti rozhran\u00ed lze odpojit jako samostatn\u00e1 okna).    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd editor u\u017eivatelsk\u00e9ho rozhran\u00ed a nov\u00fd widget pro vizu\u00e1ln\u00ed n\u00e1vrh.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd editor motiv\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Syst\u00e9m \u0159\u00edzen\u00ed osv\u011btlen\u00ed a st\u00edn\u016f byl zcela p\u0159epracov\u00e1n a nyn\u00ed vyu\u017e\u00edv\u00e1 technologii glob\u00e1ln\u00edho osv\u011btlen\u00ed SDFGI (Signed Distance Field Global Illumination) v re\u00e1ln\u00e9m \u010dase. Kvalita vykreslov\u00e1n\u00ed st\u00edn\u016f byla v\u00fdrazn\u011b zlep\u0161ena.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">Uzly GIProbe, kter\u00e9 se pou\u017e\u00edvaj\u00ed k napln\u011bn\u00ed sc\u00e9ny odra\u017een\u00fdm sv\u011btlem, byly nahrazeny uzlem VoxelGI, kter\u00fd je optim\u00e1ln\u00ed pro zpracov\u00e1n\u00ed osv\u011btlen\u00ed v re\u00e1ln\u00e9m \u010dase ve sc\u00e9n\u00e1ch s mal\u00fdmi nebo st\u0159edn\u00edmi interi\u00e9ry. Pro slab\u0161\u00ed za\u0159\u00edzen\u00ed byla zachov\u00e1na mo\u017enost p\u0159edb\u011b\u017en\u00e9ho renderov\u00e1n\u00ed sv\u011btla a st\u00edn\u016f pomoc\u00ed sv\u011bteln\u00fdch map, p\u0159i jejich\u017e zrychlen\u00e9m vykreslov\u00e1n\u00ed nyn\u00ed spolupracuje GPU.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly implementov\u00e1ny nov\u00e9 techniky optimalizace renderov\u00e1n\u00ed. Bylo p\u0159id\u00e1no automatick\u00e9 okkluzivn\u00ed o\u0159ez\u00e1v\u00e1n\u00ed (occlusion culling), kter\u00e9 dynamicky ur\u010duje a odstra\u0148uje modely skryt\u00e9 za jin\u00fdmi povrchy k zv\u00fd\u0161en\u00ed v\u00fdkonu renderov\u00e1n\u00ed a sn\u00ed\u017een\u00ed z\u00e1t\u011b\u017ee na CPU a GPU.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n re\u017eim SSIL (Screen Space Indirect Lighting), kter\u00fd zvy\u0161uje kvalitu renderov\u00e1n\u00ed na v\u00fdkonn\u00e9m hardwaru d\u00edky lep\u0161\u00edmu zpracov\u00e1n\u00ed tmav\u00fdch oblast\u00ed a nep\u0159\u00edm\u00e9ho osv\u011btlen\u00ed. Krom\u011b toho byly poskytnuty dal\u0161\u00ed mo\u017enosti nastaven\u00ed simulace rozpt\u00fdlen\u00e9ho nep\u0159\u00edm\u00e9ho osv\u011btlen\u00ed pomoc\u00ed techniky SSAO (Screen Space Ambient Occlusion), jako je volba \u00farovn\u011b vlivu p\u0159\u00edm\u00e9ho sv\u011btla.\n<li class=\"l\"> Byly navr\u017eeny realistick\u00e9 jednotky osv\u011btlen\u00ed, kter\u00e9 umo\u017e\u0148uj\u00ed upravit intenzitu sv\u011btla a pou\u017e\u00edvat pro \u0159\u00edzen\u00ed jasu fin\u00e1ln\u00ed sc\u00e9ny standardn\u00ed nastaven\u00ed kamery, jako jsou clona, z\u00e1v\u011brka a ISO.\n<li class=\"l\"> Byly p\u0159id\u00e1ny nov\u00e9 n\u00e1stroje pro \u00fapravu \u00farovn\u00ed pro 2D hry. Byl radik\u00e1ln\u011b zm\u011bn\u011bn proces v\u00fdvoje 2D her. Byl p\u0159id\u00e1n nov\u00fd editor tilemap, kter\u00fd nyn\u00ed podporuje vrstvy, automatick\u00e9 vypl\u0148ov\u00e1n\u00ed ter\u00e9nu, n\u00e1hodn\u00e9 rozm\u00edst\u011bn\u00ed rostlin, kamen\u016f a r\u016fzn\u00fdch objekt\u016f a flexibiln\u00ed v\u00fdb\u011br objekt\u016f. Byla sjednocena pr\u00e1ce s tilemapami a sadami fragment\u016f pro vytv\u00e1\u0159en\u00ed mapy (tileset). Zaji\u0161t\u011bno automatick\u00e9 roz\u0161\u00ed\u0159en\u00ed fragment\u016f v sad\u011b, aby se vylou\u010dily mezery mezi soused\u00edc\u00edmi fragmenty. Byla p\u0159id\u00e1na nov\u00e1 funkce rozm\u00edst\u011bn\u00ed objekt\u016f na sc\u00e9n\u011b, kterou lze pou\u017e\u00edt nap\u0159\u00edklad k p\u0159id\u00e1n\u00ed postav do bun\u011bk tileov\u00e9 m\u0159\u00ed\u017eky.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/03-2d-tilemap-editor.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> P\u0159i 2D vykreslov\u00e1n\u00ed byla implementov\u00e1na mo\u017enost pou\u017e\u00edv\u00e1n\u00ed skupin pl\u00e1tna, kter\u00e9 umo\u017e\u0148uj\u00ed kombinovat p\u0159ekr\u00fdvaj\u00edc\u00ed se prvky pl\u00e1tna; nap\u0159\u00edklad lze slou\u010dit n\u011bkolik sprite\u016f a sm\u00edchat je s pozad\u00edm, jako by tyto sprity byly jedn\u00edm prvkem. Byla p\u0159id\u00e1na vlastnost Clip Children, kter\u00e1 umo\u017e\u0148uje pou\u017e\u00edvat jak\u00fdkoli 2D prvek jako masku. Do 2D enginu byla rovn\u011b\u017e p\u0159id\u00e1na volba, kter\u00e1 umo\u017e\u0148uje pou\u017e\u00edvat metodu vyhlazov\u00e1n\u00ed MSAA (Multisample Anti-Aliasing) pro zlep\u0161en\u00ed kvality obraz\u016f a vytvo\u0159en\u00ed hlad\u0161\u00edch okraj\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla vylep\u0161ena pr\u00e1ce se sv\u011btlem a st\u00edny v 2D hr\u00e1ch. V\u00fdrazn\u011b byla zlep\u0161ena v\u00fdkonnost p\u0159i pou\u017eit\u00ed n\u011bkolika sv\u011bteln\u00fdch zdroj\u016f. Byla p\u0159id\u00e1na mo\u017enost simulace trojrozm\u011brnosti prost\u0159ednictv\u00edm zm\u011bny \u00farovn\u011b osv\u011btlen\u00ed na norm\u00e1lov\u00fdch map\u00e1ch, a tak\u00e9 vytvo\u0159en\u00ed vizu\u00e1ln\u00edch efekt\u016f, jako jsou dlouh\u00e9 st\u00edny, aurory a ostr\u00e9 kontury.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n efekt objemov\u00e9 mlhy, kter\u00fd pou\u017e\u00edv\u00e1 techniku do\u010dasn\u00e9 reprojekce pro dosa\u017een\u00ed realistick\u00e9ho vzhledu a vysok\u00e9ho v\u00fdkonu.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly p\u0159id\u00e1ny shadery pro obla\u010dnost, kter\u00e9 umo\u017e\u0148uj\u00ed dynamicky generovat obla\u010dnost, m\u011bn\u00edci se v re\u00e1ln\u00e9m \u010dase.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla zavedena podpora &#171;dekal\u016f&#187;, metody projekce materi\u00e1lu na povrch.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-decals.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Byly p\u0159id\u00e1ny efekty na b\u00e1zi \u010d\u00e1stic pou\u017e\u00edvan\u00e9 pro cel\u00e9 hern\u00ed prost\u0159ed\u00ed, vyu\u017e\u00edvaj\u00edc\u00ed GPU a podporuj\u00edc\u00ed atraktory, kolize, stopy a emitery.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-particle-trails.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti rozhran\u00ed pro vizu\u00e1ln\u00ed \u00fapravu shader\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl roz\u0161\u00ed\u0159en jazyk shader\u016f, kter\u00fd nyn\u00ed podporuje struktury, makra preprocesoru, substituci shader\u016f (oper\u00e1tor include), unifikovan\u00e9 pole a vyu\u017eit\u00ed &#171;varying&#187; pro p\u0159enos dat z fragmentov\u00e9ho handleru do handleru osv\u011btlen\u00ed.\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost vyu\u017eit\u00ed v\u00fdpo\u010detn\u00edch shader\u016f, kter\u00e9 pou\u017e\u00edvan\u00e9m GPU pro zrychlen\u00ed algoritm\u016f.\n<li class=\"l\"> V jazyce skriptov\u00e1n\u00ed GDScript byla vylep\u0161ena syst\u00e9m statick\u00e9 typizace, p\u0159id\u00e1na nov\u00e1 syntaxe pro definici vlastnost\u00ed, navr\u017eeny kl\u00ed\u010dov\u00e9 slova await a super, p\u0159id\u00e1ny operace map\/reduce, byla implementov\u00e1na nov\u00e1 syst\u00e9m anotac\u00ed a byla p\u0159id\u00e1na mo\u017enost pou\u017eit\u00ed Unicode znak\u016f v n\u00e1zvech prom\u011bnn\u00fdch a funkc\u00ed. Byl p\u0159id\u00e1n n\u00e1stroj pro automatickou generaci dokumentace. V\u00fdkon a stabilita runtime GDScript byla zv\u00fd\u0161ena. V prost\u0159ed\u00ed v\u00fdvoje byla zaji\u0161t\u011bna mo\u017enost sou\u010dasn\u011b zobrazit v\u00edce chyb, p\u0159id\u00e1na nov\u00e1 upozorn\u011bn\u00ed na typick\u00e9 probl\u00e9my.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti v\u00fdvoje hern\u00ed logiky v jazyce C#. Byla p\u0159id\u00e1na podpora platformy .NET 6 a jazyka C# 10. Pro skal\u00e1rn\u00ed hodnoty byly pou\u017eity 64-bitov\u00e9 typy. Mnoho API bylo p\u0159evedeno z typ\u016f int a float na long a double. Byla poskytnuta mo\u017enost definici sign\u00e1l\u016f ve form\u011b ud\u00e1lost\u00ed C#. Byla p\u0159id\u00e1na mo\u017enost v\u00fdvoje roz\u0161\u00ed\u0159en\u00ed GDExtensions v jazyce C#.\n<li class=\"l\"> Byla p\u0159id\u00e1na experiment\u00e1ln\u00ed podpora roz\u0161\u00ed\u0159en\u00ed (GDExtension), kter\u00e9 lze vyu\u017e\u00edt k roz\u0161\u00ed\u0159en\u00ed funkc\u00ed enginu bez jeho p\u0159echodu a bez \u00fapravy k\u00f3du.\n<li class=\"l\"> Byl navr\u017een jako v\u00fdchoz\u00ed vlastn\u00ed engine pro simulaci fyzik\u00e1ln\u00edch proces\u016f Godot Physics, optimalizovan\u00fd pro \u00falohy specifick\u00e9 pro po\u010d\u00edta\u010dov\u00e9 hry, a dosa\u017een parit\u011b ve funk\u010dnosti s d\u0159\u00edve pou\u017e\u00edvan\u00fdm enginem Bullet (nap\u0159\u00edklad v Godot Physics byla p\u0159id\u00e1na podpora nov\u00fdch tvar\u016f koliz\u00ed, podpora map v\u00fd\u0161ek a mo\u017enost pou\u017eit\u00ed uzl\u016f SoftBody pro simulaci oble\u010den\u00ed). Byla provedena optimalizace v\u00fdkonu a roz\u0161\u00ed\u0159eno vyu\u017eit\u00ed multithreadingu s rozd\u011blen\u00edm zat\u00ed\u017een\u00ed na r\u016fzn\u00e1 j\u00e1dra CPU p\u0159i simulaci fyzik\u00e1ln\u00edch proces\u016f v 2D a 3D prost\u0159ed\u00edch. Byly vy\u0159e\u0161eny mnoh\u00e9 probl\u00e9my se simulac\u00ed.\n<li class=\"l\"> Byla navr\u017eena nov\u00e1 textov\u00e1 renderovac\u00ed \u0441\u0438\u0441\u0442\u0435\u043c\u0430, kter\u00e1 poskytuje v\u011bt\u0161\u00ed kontrolu nad o\u0159ez\u00e1v\u00e1n\u00edm a p\u0159enosem textu a zaji\u0161\u0165uje vysok\u00e9 rozli\u0161en\u00ed na v\u0161ech obrazovk\u00e1ch.\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny n\u00e1stroje pro lokalizaci a pr\u00e1ci na p\u0159ekladech.\n<li class=\"l\"> Byl p\u0159id\u00e1n samostatn\u00fd dialog pro import 2D a 3D zdroj\u016f, kter\u00fd podporuje n\u00e1hled a zm\u011bnu nastaven\u00ed importovan\u00e9 sc\u00e9ny, materi\u00e1l\u016f a fyzik\u00e1ln\u00edch vlastnost\u00ed.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do editoru byly p\u0159id\u00e1ny nov\u00e9 widgety, jako je panel pro vr\u00e1cen\u00ed zm\u011bn a nov\u00fd dialog pro v\u00fdb\u011br barev a aktualizaci palety.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bylo aktualizov\u00e1no rozhran\u00ed inspekce, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/cs\/control-panel\/\"   title=\"ovl\u00e1dac\u00ed panel\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">ovl\u00e1dac\u00ed panel<\/a> sc\u00e9nou a skriptovac\u00edm editorem. Bylo vylep\u0161eno zv\u00fdrazn\u011bn\u00ed syntaxe, p\u0159id\u00e1na mo\u017enost zobrazen\u00ed v\u00edce kurzor\u016f a poskytla se za\u0159\u00edzen\u00ed pro \u00fapravu form\u00e1t\u016f JSON a YAML.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/10-editor-multiple-cursors.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti editoru animac\u00ed, kter\u00fd nyn\u00ed podporuje m\u00edch\u00e1n\u00ed tvar\u016f a vylep\u0161en\u00e9 procesy zalo\u017een\u00e9 na k\u0159ivk\u00e1ch Bezi\u00e9r. K\u00f3d pro 3D animaci byl p\u0159epracov\u00e1n, aby podpo\u0159il kompresi pro sn\u00ed\u017een\u00ed spot\u0159eby pam\u011bti. Syst\u00e9m pro m\u00edch\u00e1n\u00ed animace a vytv\u00e1\u0159en\u00ed p\u0159echodov\u00fdch efekt\u016f byl p\u0159epracov\u00e1n. Byly roz\u0161\u00ed\u0159eny mo\u017enosti pro vytv\u00e1\u0159en\u00ed slo\u017eit\u00fdch animac\u00ed. Pro ukl\u00e1d\u00e1n\u00ed a op\u011btovn\u00e9 pou\u017eit\u00ed vytvo\u0159en\u00fdch animac\u00ed byly navr\u017eeny anima\u010dn\u00ed knihovny.        <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n re\u017eim filmov\u00e9ho vytv\u00e1\u0159en\u00ed, kter\u00fd prov\u00e1d\u00ed sn\u00edmkov\u00e9 renderov\u00e1n\u00ed sc\u00e9ny s maxim\u00e1ln\u00ed kvalitou pro vytv\u00e1\u0159en\u00ed \u00favodn\u00edch z\u00e1b\u011br\u016f a nahr\u00e1v\u00e1n\u00ed videa.\n<li class=\"l\"> Byla roz\u0161\u00ed\u0159ena podpora 3D headset\u016f a platforem pro virtu\u00e1ln\u00ed realitu. Do hlavn\u00ed \u010d\u00e1sti enginu byla integrovan\u00e1 podpora standardu OpenXR, kter\u00fd definuje univerz\u00e1ln\u00ed API pro vytv\u00e1\u0159en\u00ed aplikac\u00ed virtu\u00e1ln\u00ed a roz\u0161\u00ed\u0159en\u00e9 reality. Na Windows a Linux byla zaji\u0161t\u011bna podpora v\u0161ech popul\u00e1rn\u00edch 3D headset\u016f, v\u010detn\u011b SteamVR, Oculus a Monado.\n<li class=\"l\"> Byla zv\u00fd\u0161ena stabilita subsyst\u00e9mu pro organizaci s\u00ed\u0165ov\u00e9 hry a zjednodu\u0161en proces v\u00fdvoje v\u00edce hr\u00e1\u010dsk\u00fdch her.\n<li class=\"l\"> Byly roz\u0161\u00ed\u0159eny mo\u017enosti zvukov\u00e9ho syst\u00e9mu, byla integrov\u00e1na podpora polyfonie, p\u0159id\u00e1no API pro synt\u00e9zu \u0159e\u010di a realizov\u00e1na mo\u017enost smy\u010dkov\u00e1n\u00ed zvuku.\n<li class=\"l\"> Byla zaji\u0161t\u011bna mo\u017enost spu\u0161t\u011bn\u00ed rozhran\u00ed Godot na Android tabletech a ve webov\u00e9m prohl\u00ed\u017ee\u010di.        <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl p\u0159id\u00e1n nov\u00fd syst\u00e9m pro sestavov\u00e1n\u00ed her pro r\u016fzn\u00e9 architektury CPU. Nap\u0159\u00edklad nyn\u00ed je mo\u017en\u00e9 prov\u00e9st sestaven\u00ed pro Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook a Asahi Linux.\n<li class=\"l\"> V API do\u0161lo ke zm\u011bn\u00e1m, kter\u00e9 naru\u0161uj\u00ed kompatibilitu. P\u0159echod z Godot 3.x na Godot 4.0 si vy\u017e\u00e1d\u00e1 p\u0159epracov\u00e1n\u00ed aplikac\u00ed, ale pro v\u011btev Godot 3.x je zaji\u0161t\u011bn dlouh\u00fd podp\u016frn\u00fd cyklus, jeho\u017e trv\u00e1n\u00ed bude z\u00e1viset na popt\u00e1vce u\u017eivatel\u016f po star\u00e9m API.      <\/ul>\n<p>                  <center>  <div class=\"youtube-placeholder\" data-id=\"chXAjMQrcZk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/chXAjMQrcZk\/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><br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 \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 4.0, \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 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u0438 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432, \u0432\u0441\u0442\u0440\u043e\u0435\u043d\u043d\u044b\u0439 \u043e\u0442\u043b\u0430\u0434\u0447\u0438\u043a \u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0443\u0437\u043a\u0438\u0445 \u043c\u0435\u0441\u0442 \u0432 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438. \u041a\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":107044,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107043","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 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