{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po p\u011bti m\u011bs\u00edc\u00edch v\u00fdvoje byl zve\u0159ejn\u011bn release svobodn\u00e9ho hern\u00edho enginu Godot 4.2, vhodn\u00e9ho pro vytv\u00e1\u0159en\u00ed 2D a 3D her. Engine podporuje snadno se u\u010d\u00edc\u00ed jazyk pro hern\u00ed logiku, grafick\u00e9 prost\u0159ed\u00ed pro n\u00e1vrh her, syst\u00e9m nasazen\u00ed her jedn\u00edm kliknut\u00edm, \u0161irok\u00e9 mo\u017enosti animace a simulace fyzik\u00e1ln\u00edch proces\u016f, vestav\u011bn\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 p\u0159idru\u017een\u00fdch v\u00fdvojov\u00fdch n\u00e1stroj\u016f (fyzik\u00e1ln\u00ed engine, zvukov\u00fd server, backendy pro 2D\/3D rendering atd.) je \u0161\u00ed\u0159en 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>Hlavn\u00ed zm\u011bny:  <\/p>\n<ul>\n<li class=\"l\"> Pro v\u00fdvoj\u00e1\u0159e 2D her byla p\u0159id\u00e1na podpora pro donucen\u00e9 celo\u010d\u00edseln\u00e9 \u0161k\u00e1lov\u00e1n\u00ed, co\u017e umo\u017e\u0148uje pou\u017e\u00edvat \u010dtvercovou pixelovou m\u0159\u00ed\u017eku bez ohledu na skute\u010dn\u00fd pom\u011br stran. Byla poskytnuta mo\u017enost z\u00edskat barycentrick\u00e9 sou\u0159adnice norm\u00e1ly z bod\u016f pr\u016fse\u010d\u00edku objektu s paprskem. P\u0159id\u00e1ny metody Rotate_toward a Angle_difference pro spr\u00e1vn\u00e9 zpracov\u00e1n\u00ed rotace a \u00fahl\u016f. Do uzl\u016f Line2D bylo p\u0159id\u00e1no vlastnost &#171;closed&#187; pro vytv\u00e1\u0159en\u00ed uzav\u0159en\u00fdch \u010dar s kontinu\u00e1ln\u00edm vypln\u011bn\u00edm.     <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla provedena pr\u00e1ce na zv\u00fd\u0161en\u00ed spolehlivosti syst\u00e9mu animace. Uzly AnimationPlayer a AnimationTree byly p\u0159epracov\u00e1ny a unifikov\u00e1ny, p\u0159i\u010dem\u017e spole\u010dn\u00e9 \u010d\u00e1sti byly vy\u010dlen\u011bny do meziproduktov\u00e9 t\u0159\u00eddy AnimationMixer. Byla p\u0159id\u00e1na volba pro deterministick\u00e9 m\u00edch\u00e1n\u00ed. Do n\u00e1hledu animace byl p\u0159id\u00e1n re\u017eim skici (onion skinning), zahrnuj\u00edc\u00ed zobrazen\u00ed polopr\u016fhledn\u00fdch p\u0159ekryv\u016f s p\u0159edchoz\u00edmi a n\u00e1sleduj\u00edc\u00edmi sn\u00edmky animace.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Mo\u017enosti &#171;pe\u010den\u00ed&#187; naviga\u010dn\u00ed m\u0159\u00ed\u017eky (baking, p\u0159evod do statick\u00e9 formy) pro 2D se p\u0159ibl\u00ed\u017eily mo\u017enostem, kter\u00e9 byly d\u0159\u00edve dostupn\u00e9 v 3D navigaci, nap\u0159\u00edklad pro 2D m\u0159\u00ed\u017eky byla implementov\u00e1na podpora pro pr\u00e1ci s fyzick\u00fdmi t\u011blesy, instancemi polygon\u00e1ln\u00edch m\u0159\u00ed\u017eek, jednoduch\u00fdmi mnohouheln\u00edky a dla\u017edicov\u00fdmi mapami (tilemap). V <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/cs\/server\/\"   title=\"servery\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">servery<\/a> Do 2D a 3D navigace byla p\u0159id\u00e1na podpora v\u00edcethreadov\u00e9ho pe\u010den\u00ed m\u0159\u00ed\u017eek.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byl proveden refaktoring k\u00f3du pro pr\u00e1ci s dla\u017edicemi a dla\u017edicov\u00fdmi mapami. Byly optimalizov\u00e1ny operace skupinov\u00e9 bloky a t\u0159\u00edd\u011bn\u00ed podle osy Y, co\u017e vedlo k v\u00fdrazn\u00e9mu zkr\u00e1cen\u00ed doby aktualizace dla\u017edic. Byla provedena pr\u00e1ce na zv\u00fd\u0161en\u00ed pohodl\u00ed p\u0159i vytv\u00e1\u0159en\u00ed dla\u017edicov\u00fdch map a jejich pou\u017e\u00edv\u00e1n\u00ed. Byl p\u0159id\u00e1n n\u00e1stroj pro p\u0159evracen\u00ed a ot\u00e1\u010den\u00ed dla\u017edic p\u0159i jejich umis\u0165ov\u00e1n\u00ed. Byly vylep\u0161eny n\u00e1stroje pro \u00fapravu polygon\u016f a dla\u017edicov\u00fdch sc\u00e9n.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V editoru skript\u016f GDScript byla p\u0159id\u00e1na mo\u017enost vytv\u00e1\u0159et pojmenovan\u00e9 oblasti k\u00f3du pro sbalov\u00e1n\u00ed blok\u016f b\u011bhem \u00fapravy a usnadn\u011bn\u00ed navigace. V debuggeru skript\u016f byla p\u0159id\u00e1na pln\u00e1 podpora v\u00edcit\u00e9many k\u00f3du, z\u00e1sobn\u00edku prov\u00e1d\u011bn\u00ed a zar\u00e1\u017eek. V C#\/.NET skriptech byla implementov\u00e1na podpora platform Android (vy\u017eaduje .NET 7.0+) a iOS (vy\u017eaduje .NET 8.0). V GDScript skriptech byla roz\u0161\u00ed\u0159ena podpora staticky typovan\u00e9ho k\u00f3du, p\u0159id\u00e1na podpora pro \u0159et\u011bzcov\u00e9 liter\u00e1ly r-string (raw string) a roz\u0161\u00ed\u0159eny mo\u017enosti oper\u00e1toru match.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Ve 3D viewportu byla vylep\u0161ena podpora ovl\u00e1d\u00e1n\u00ed transformace ve stylu Blenderu, pomoc\u00ed my\u0161i a kl\u00e1vesov\u00fdch zkratek. Zobrazen\u00ed roz\u0161\u00ed\u0159en\u00fdch vizu\u00e1ln\u00edch informac\u00ed ve 3D viewportu se nyn\u00ed prov\u00e1d\u00ed pouze pro vybran\u00e9 objekty. Byly p\u0159id\u00e1ny dal\u0161\u00ed indik\u00e1tory pro prvky, jako jsou dek\u00e1ly a objemov\u00e9 mlhy. Zlep\u0161ena pr\u00e1ce s gizmo (gizmo) \u2014 jakoukoli stranu objemov\u00fdch tvar\u016f nyn\u00ed lze individu\u00e1ln\u011b roz\u0161i\u0159ovat v okn\u011b zobrazen\u00ed.       <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly vylep\u0161eny kontextov\u00e9 menu a popisn\u00e9 n\u00e1pov\u011bdy v panelech &#171;Inspekce&#187; a &#171;Sign\u00e1ly&#187;. Do editoru t\u00e9mat byly p\u0159id\u00e1ny n\u00e1pov\u011bdy s popisy vlastnost\u00ed. V panelu pro pr\u00e1ci se syst\u00e9mem soubor\u016f se objevila mo\u017enost n\u00e1zorn\u00e9ho zv\u00fdrazn\u011bn\u00ed adres\u00e1\u0159\u016f prost\u0159ednictv\u00edm p\u0159i\u0159azen\u00ed r\u016fzn\u00fdch barev. Bylo p\u0159epracov\u00e1no u\u017eivatelsk\u00e9 rozhran\u00ed editoru zdroj\u016f gradient\u016f. V editoru texturov\u00fdch oblast\u00ed byla unifikov\u00e1na pr\u00e1ce se v\u0161emi podporovan\u00fdmi zdroji, v\u010detn\u011b styl\u016f a atlas\u016f.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V knihovn\u011b asset\u016f bylo vylep\u0161eno zobrazen\u00ed v\u00fdsledk\u016f vyhled\u00e1v\u00e1n\u00ed a p\u0159id\u00e1na mo\u017enost v\u00fdb\u011bru jin\u00e9ho adres\u00e1\u0159e pro instalaci dopl\u0148ku nebo zdroje.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V mana\u017eeru projekt\u016f bylo p\u0159epracov\u00e1no um\u00edst\u011bn\u00ed hlavn\u00edch ovl\u00e1dac\u00edch prvk\u016f a modernizov\u00e1no rozhran\u00ed pro import projektu.      <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla roz\u0161\u00ed\u0159ena mo\u017enost v\u00fdvoje plugin\u016f pro editor. Zaji\u0161t\u011bn p\u0159\u00edstup ke v\u0161em funkc\u00edm editoru prost\u0159ednictv\u00edm t\u0159\u00eddy EditorInterface. Byly implementov\u00e1ny praktick\u00e9 metody pro p\u0159\u00edm\u00fd p\u0159\u00edstup k 2D a 3D viewport\u016fm. P\u0159id\u00e1na mo\u017enost zobrazen\u00ed dialogu s upozorn\u011bn\u00edm na neulo\u017een\u00e9 zm\u011bny.\n<li class=\"l\"> Pokra\u010doval v\u00fdvoj experiment\u00e1ln\u00edho syst\u00e9mu roz\u0161\u00ed\u0159en\u00ed GDExtension, kter\u00fd umo\u017e\u0148uje pou\u017e\u00edvat n\u00edzko\u00farov\u0148ov\u00e9 jazyky, jako je C++, jako skriptovac\u00ed jazyky pro hry, bez pot\u0159eby p\u0159ekompilovat engine a bez zm\u011bn v k\u00f3du. Byla p\u0159id\u00e1na mo\u017enost vyu\u017e\u00edv\u00e1n\u00ed GDExtensions p\u0159i exportu do Webu.\n<li class=\"l\"> Bylo zm\u011bn\u011bno ovl\u00e1d\u00e1n\u00ed zam\u011b\u0159en\u00ed v u\u017eivatelsk\u00e9m rozhran\u00ed. Realizov\u00e1na mo\u017enost p\u0159enosu zam\u011b\u0159en\u00ed na jednotliv\u00e9 karty v panelu karet, v\u010detn\u011b navigace pomoc\u00ed kl\u00e1vesnice. Do ovl\u00e1dac\u00edch prvk\u016f (Control) byl p\u0159id\u00e1n zp\u016fsob pro hled\u00e1n\u00ed dal\u0161\u00edho sousedn\u00edho zaost\u0159iteln\u00e9ho prvku. V\u00fdrazn\u011b byl p\u0159epracov\u00e1n uzel pro stavbu graf\u016f (GraphEdit a GraphNode). Byly roz\u0161\u00ed\u0159eny mo\u017enosti p\u0159izp\u016fsoben\u00ed n\u00e1strojov\u00e9 li\u0161ty hlavn\u00edho uzlu GraphEdit.    <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost za b\u011bhu m\u011bnit typ importu asset\u016f s automatickou aktualizac\u00ed sc\u00e9n a zdroj\u016f, co\u017e nevy\u017eaduje restartov\u00e1n\u00ed editoru. Byly roz\u0161\u00ed\u0159eny dostupn\u00e9 mo\u017enosti importu a poskytnuta mo\u017enost zm\u011bny fyzik\u00e1ln\u00edch vlastnost\u00ed importovan\u00fdch objekt\u016f, jako\u017e i parametr\u016f st\u00edn\u016f a viditelnosti. P\u0159id\u00e1na mo\u017enost n\u00e1hledu animac\u00ed v dialogov\u00e9m okn\u011b importu. Byla roz\u0161\u00ed\u0159ena podpora importu asset\u016f z Blenderu ve form\u00e1tu GLTF. P\u0159id\u00e1na podpora importu obr\u00e1zk\u016f ve form\u00e1tu KTX.  <center><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed open-source hern\u00edho enginu Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Byly provedeny optimalizace zam\u011b\u0159en\u00e9 na zlep\u0161en\u00ed v\u00fdkonu renderov\u00e1n\u00ed. Pro zrychlen\u00ed pr\u00e1ce na mobiln\u00edch za\u0159\u00edzen\u00edch bylo rozd\u011bleno rastrov\u00e9 pozad\u00ed na vrcholov\u00e9 a fragmentov\u00e9 komponenty. Zrychlena generace \u0161umov\u00fdch textur. P\u0159id\u00e1n p\u0159edb\u011b\u017en\u00fd pr\u016fchod pro v\u00fdpo\u010det hloubky. Zkr\u00e1cena doba na\u010d\u00edt\u00e1n\u00ed a kompilace shader\u016f. Optimalizov\u00e1no ukl\u00e1d\u00e1n\u00ed polygon\u00e1ln\u00edch s\u00edt\u00ed v pam\u011bti. Byla p\u0159id\u00e1na podpora komprese polygon\u00e1ln\u00edch s\u00edt\u00ed pro sn\u00ed\u017een\u00ed p\u0159enosov\u00e9 \u0161\u00ed\u0159ky p\u0159i jejich p\u0159enosu.\n<li class=\"l\"> Byla p\u0159id\u00e1na mo\u017enost vytv\u00e1\u0159ej\u00ed vlastn\u00ed texturov\u00e9 objekty (p\u0159\u00edklad pou\u017eit\u00ed v\u00fdpo\u010detn\u00edch shader\u016f pro vytvo\u0159en\u00ed textury s vodn\u00edm efektem).\n<li class=\"l\"> Byl p\u0159id\u00e1n API pro vol\u00e1n\u00ed k\u00f3du ve vykreslovac\u00edm vl\u00e1kn\u011b, co\u017e m\u016f\u017ee b\u00fdt u\u017eite\u010dn\u00e9 nap\u0159\u00edklad p\u0159i synchronizaci v\u00fdpo\u010dtov\u00e9ho shaderu s vykreslov\u00e1n\u00edm.\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora verze 2.2 technologie supervzorkov\u00e1n\u00ed AMD FSR (FidelityFX Super Resolution), kter\u00e1 vyu\u017e\u00edv\u00e1 algoritmy prostorov\u00e9ho m\u011b\u0159\u00edtka a rekonstrukce detail\u016f k minimalizaci ztr\u00e1ty kvality obrazu p\u0159i zv\u011bt\u0161en\u00ed a p\u0159evodu na vy\u0161\u0161\u00ed rozli\u0161en\u00ed.\n<li class=\"l\"> Byl navr\u017een nov\u00fd potla\u010dova\u010d \u0161um\u016f JNLM, kter\u00fd pou\u017e\u00edv\u00e1 mapy osv\u011btlen\u00ed (lightmapper) a v\u00fdpo\u010dtov\u00e9 shadery. JNLM je v\u00fdrazn\u011b rychlej\u0161\u00ed ne\u017e d\u0159\u00edve pou\u017e\u00edvan\u00e1 knihovna na odstran\u011bn\u00ed \u0161um\u016f OIDN (Open Image Denoise), ale v n\u011bkter\u00fdch situac\u00edch zaost\u00e1v\u00e1 v kvalit\u011b.\n<li class=\"l\"> Do metod vykreslov\u00e1n\u00ed Forward+ a Mobile byla p\u0159id\u00e1na podpora 2D vykreslov\u00e1n\u00ed v roz\u0161\u00ed\u0159en\u00e9m dynamick\u00e9m rozsahu jasnosti (HDR), co\u017e umo\u017e\u0148uje implementaci n\u011bkter\u00fdch 3D efekt\u016f, jako je z\u00e1\u0159en\u00ed, do 2D her. Do metody vykreslov\u00e1n\u00ed Compatibility byla p\u0159id\u00e1na podpora trojrozm\u011brn\u00fdch st\u00edn\u016f.\n<li class=\"l\"> Pro macOS a Windows byl navr\u017een nov\u00fd ovlada\u010d OpenGL vykreslov\u00e1n\u00ed, kter\u00fd pou\u017e\u00edv\u00e1 vrstvu ANGLE, kter\u00e1 p\u0159ekl\u00e1d\u00e1 vol\u00e1n\u00ed OpenGL do API Direct3D 11 a Metal.\n<li class=\"l\"> Syst\u00e9m simulace \u010d\u00e1stic byl p\u0159epracov\u00e1n pro zjednodu\u0161en\u00ed \u00fadr\u017eby a roz\u0161\u00ed\u0159en\u00ed \u0159\u00edzen\u00ed pohybu \u010d\u00e1stic. Nap\u0159\u00edklad je nyn\u00ed mo\u017en\u00e9 animovat a d\u011bdit rychlost pohybu a tak\u00e9 m\u011bnit po\u010det emitovan\u00fdch \u010d\u00e1stic. Byl p\u0159id\u00e1n n\u00e1stroj pro p\u0159evod k\u00f3du spr\u00e1vy \u010d\u00e1stic, kter\u00fd vyu\u017e\u00edv\u00e1 CPU, na ekvivalentn\u00ed k\u00f3d vyu\u017e\u00edvaj\u00edc\u00ed GPU.\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro pou\u017e\u00edv\u00e1n\u00ed nativn\u00edch dialog\u016f pro v\u00fdb\u011br soubor\u016f na Linuxu, macOS a Windows, stejn\u011b jako mo\u017enost kop\u00edrov\u00e1n\u00ed a vkl\u00e1d\u00e1n\u00ed obr\u00e1zk\u016f prost\u0159ednictv\u00edm schr\u00e1nky.\n<li class=\"l\"> Architektura Godot pro platformu Android byla p\u0159epracov\u00e1na, co\u017e odstranilo vazbu na komponent Android Fragment, \u010d\u00edm\u017e se zkr\u00e1tila doba spou\u0161t\u011bn\u00ed aplikac\u00ed a her a umo\u017enila se pr\u00e1ce s v\u00edce okny.\n<li class=\"l\"> Bylo zaji\u0161t\u011bno vytv\u00e1\u0159en\u00ed ofici\u00e1ln\u00edch Linuxov\u00fdch sestaven\u00ed editoru Godot pro 32- a 64-bitov\u00e9 platformy ARM.        <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \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 \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 4.2, \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 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