{"id":40691,"date":"2020-02-03T14:35:54","date_gmt":"2020-02-03T11:35:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-03T14:35:54","modified_gmt":"2020-02-03T11:35:54","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po 10 m\u011bs\u00edc\u00edch v\u00fdvoje <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">byla vyd\u00e1na<\/a><\/noindex> vyd\u00e1n\u00ed bezplatn\u00e9ho hern\u00edho enginu <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\">Godot 3.2<\/a><\/noindex>, kter\u00fd je vhodn\u00fd pro tvorbu 2D a 3D her. Engin 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 identifikaci \u00fazk\u00fdch m\u00edst v v\u00fdkonu. K\u00f3d hern\u00edho enginu, prost\u0159ed\u00ed pro n\u00e1vrh her a souvisej\u00edc\u00ed v\u00fdvojov\u00e9 n\u00e1stroje (fyzik\u00e1ln\u00ed engin, zvukov\u00fd server, backendy 2D\/3D renderov\u00e1n\u00ed atd.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">se distribuj\u00ed<\/a><\/noindex>  je licencov\u00e1n pod MIT licenc\u00ed. <\/p>\n<p>Zdrojov\u00e9 k\u00f3dy enginu byly <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">otev\u0159eny<\/a><\/noindex> v roce 2014 studi\u00ed <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, 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 publikaci <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/portfolio\">mnoha her<\/a><\/noindex> pro PC, hern\u00ed konzole a mobiln\u00ed za\u0159\u00edzen\u00ed. Engin podporuje v\u0161echny popul\u00e1rn\u00ed desktopov\u00e9 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 sestaven\u00ed <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">byly vytvo\u0159eny<\/a><\/noindex> pro Linux, Windows a macOS. <\/p>\n<p>V <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/commits\/vulkan\">v odd\u011blen\u00e9 v\u011btvi<\/a><\/noindex> se vyv\u00edj\u00ed <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/abandoning-gles3-vulkan-and-gles2\">nov\u00fd backend<\/a><\/noindex> renderov\u00e1n\u00ed na z\u00e1klad\u011b grafick\u00e9ho API Vulkan, kter\u00e9 bude nab\u00eddnuto v p\u0159\u00ed\u0161t\u00edm vyd\u00e1n\u00ed Godot 4.0, m\u00edsto nyn\u00ed nab\u00edzen\u00fdch backend\u016f renderov\u00e1n\u00ed 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 funk\u010dnosti star\u00e9ho backendu OpenGL ES 2.0\/OpenGL 2.1 nad novou architekturou renderov\u00e1n\u00ed na z\u00e1klad\u011b Vulkan). P\u0159echod z Godot 3.2 na Godot 4.0 vy\u017eaduje p\u0159epracov\u00e1n\u00ed aplikac\u00ed kv\u016fli poru\u0161en\u00ed kompatibility na \u00farovni API, ale pro v\u011btev Godot 3.2 bude zaji\u0161t\u011bn dlouh\u00fd cyklus podpory, jeho\u017e d\u00e9lka bude z\u00e1viset na popt\u00e1vce po t\u00e9to v\u011btvi u\u017eivateli. V mezi\u010dase se tak\u00e9 nevylu\u010duje portov\u00e1n\u00ed stabiln\u00edch novinek z v\u011btve 4.x do mezi\u010detnic 3.2.x, jako je podpora <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/33603\">AOT-kompilace<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/26221\">ARCore<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/dtls-report-1\">DTLS<\/a><\/noindex> a platformy <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/issues\/20268\">iOS pro projekty v C#<\/a><\/noindex>.<\/p>\n<p>Hlavn\u00ed novinky Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> Byla p\u0159id\u00e1na podpora pro virtu\u00e1ln\u00ed realitu Oculus Quest, implementovan\u00e1 na z\u00e1klad\u011b <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">pluginu<\/a><\/noindex> pro platformu Android. Pro v\u00fdvoj syst\u00e9m\u016f roz\u0161\u00ed\u0159en\u00e9 reality pro iOS byla p\u0159id\u00e1na podpora r\u00e1mce <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. Pro Android se vyv\u00edj\u00ed podpora r\u00e1mce <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>, ale zat\u00edm nen\u00ed p\u0159ipravena a bude zahrnuta v n\u011bkter\u00e9m z mezi\u010dl\u00e1nk\u016f 3.3.x;\n<p><center><div class=\"youtube-placeholder\" data-id=\"N-UReOuxAP0\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/N-UReOuxAP0\/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><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-for-visual-shader-in-godot-3-2\">P\u0159epracov\u00e1no<\/a><\/noindex> interface vizu\u00e1ln\u00edho editoru shader\u016f. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-visual-shaders-godot-3-2-part-2\">Byly p\u0159id\u00e1ny<\/a><\/noindex> nov\u00e9 uzly pro vytv\u00e1\u0159en\u00ed pokro\u010dilej\u0161\u00edch shader\u016f. Byla p\u0159id\u00e1na podpora konstant, pol\u00ed a modifik\u00e1tor\u016f &#171;varying&#187; pro shadery, kter\u00e9 jsou realizov\u00e1ny klasick\u00fdmi skripty. Mnoho shader\u016f specifick\u00fdch pro backend OpenGL ES 3.0 bylo p\u0159eneseno na OpenGL ES 2;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/pics_base\/0_1580463553.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/de1d1d50945d7a996f336118f4bab720.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Podpora fyzik\u00e1ln\u011b spr\u00e1vn\u00e9ho renderov\u00e1n\u00ed materi\u00e1l\u016f (PBR) byla synchronizov\u00e1na s mo\u017enostmi nov\u00fdch engin\u016f pro PBR renderov\u00e1n\u00ed, jako jsou Blender Eevee a Substance Designer, aby se zajistilo podobn\u00e9 zobrazen\u00ed sc\u00e9ny v Godot a pou\u017e\u00edvan\u00fdch 3D modelovac\u00edch bal\u00edc\u00edch;\n<li class=\"l\"> Byla provedena optimalizace r\u016fzn\u00fdch nastaven\u00ed renderov\u00e1n\u00ed pro zv\u00fd\u0161en\u00ed v\u00fdkonu a zv\u00fd\u0161en\u00ed kvality obrazu. Do backendu GLES3 byly p\u0159eneseny mnoh\u00e9 mo\u017enosti z GLES3, v\u010detn\u011b podpory metody vyhlazov\u00e1n\u00ed MSAA (Multisample anti-aliasing) a r\u016fzn\u00fdch efekt\u016f post-processing (z\u00e1\u0159en\u00ed, DOF rozost\u0159en\u00ed a BCS);\n<li class=\"l\"> Byla p\u0159id\u00e1na \u00fapln\u00e1 podpora importu 3D sc\u00e9n a model\u016f ve form\u00e1tu glTF 2.0 (GL Transmission Format) a byla p\u0159id\u00e1na po\u010d\u00e1te\u010dn\u00ed podpora form\u00e1tu FBX, kter\u00e1 umo\u017e\u0148uje importovat sc\u00e9ny s animac\u00ed z Blenderu, ale zat\u00edm nen\u00ed kompatibiln\u00ed s Mayou a 3ds Max. Byla p\u0159id\u00e1na podpora skin\u016f kostry p\u0159i importu sc\u00e9n prost\u0159ednictv\u00edm glTF 2.0 a FBX, co\u017e umo\u017e\u0148uje pou\u017e\u00edvat jednu kostru ve v\u00edce mesh\u00edch.<br \/>\nPr\u00e1ce na zlep\u0161en\u00ed a stabilizaci podpory glTF 2.0 byla provedena ve spolupr\u00e1ci se komunitou v\u00fdvoj\u00e1\u0159\u016f bal\u00edku Blender, ve kter\u00e9 bude vylep\u0161en\u00e1 podpora glTF 2.0 nab\u00edzena ve vyd\u00e1n\u00ed 2.83;<\/p>\n<li class=\"l\"> S\u00ed\u0165ov\u00e9 mo\u017enosti enginu byly roz\u0161\u00ed\u0159eny o podporu protokol\u016f WebRTC a WebSocket, stejn\u011b jako mo\u017enost pou\u017e\u00edvat UDP v re\u017eimu multicast. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">Bylo p\u0159id\u00e1no API<\/a><\/noindex> pro pou\u017e\u00edv\u00e1n\u00ed kryptografick\u00fdch hash\u016f a pr\u00e1ci se certifik\u00e1ty. Byl p\u0159id\u00e1n grafick\u00fd rozhran\u00ed pro profilov\u00e1n\u00ed s\u00ed\u0165ov\u00e9 aktivity. Byla zah\u00e1jena pr\u00e1ce na vytvo\u0159en\u00ed portu Godot pro<br \/>\nWebAssembly\/HTML5, kter\u00fd umo\u017en\u00ed spou\u0161t\u011bt editor v prohl\u00ed\u017ee\u010di p\u0159es web; <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5e3\/167\/117\/5e3167117c8c3991279770.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/8e800858cff288a4d2da8e7235ca154c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> P\u0159epracov\u00e1no <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">plugin<\/a><\/noindex> pro platformu Android a syst\u00e9m exportu. Nyn\u00ed jsou pro vytv\u00e1\u0159en\u00ed bal\u00ed\u010dk\u016f pro Android k dispozici dva samostatn\u00e9 exportn\u00ed syst\u00e9my: jeden s p\u0159edkompilovan\u00fdm enginem a druh\u00fd, kter\u00fd umo\u017e\u0148uje vytv\u00e1\u0159et vlastn\u00ed sestaven\u00ed na z\u00e1klad\u011b p\u0159izp\u016fsoben\u00fdch variant enginu. Nastaven\u00ed vlastn\u00edch sestaven\u00ed lze prov\u00e1d\u011bt na \u00farovni pluginu pro Android, bez ru\u010dn\u00edho \u00fapravy v\u00fdchoz\u00ed \u0161ablony;\n<li class=\"l\"> Do editoru byla p\u0159id\u00e1na podpora selektivn\u00edho <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">vypnut\u00ed<\/a><\/noindex> odstran\u011bn\u00ed jednotliv\u00fdch funkc\u00ed, nap\u0159\u00edklad je mo\u017en\u00e9 skr\u00fdt tla\u010d\u00edtka pro vyvol\u00e1n\u00ed 3D editoru, editoru skript\u016f, knihovny zdroj\u016f, uzl\u016f, panel\u016f, vlastnost\u00ed a dal\u0161\u00edch prvk\u016f, kter\u00e9 nejsou pro v\u00fdvoj\u00e1\u0159e pot\u0159ebn\u00e9 (skryt\u00ed nadbyte\u010dn\u00e9ho v\u00fdrazn\u011b zjednodu\u0161uje rozhran\u00ed);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5ca\/bcb\/9a1\/5cabcb9a1a4ab072608872.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/00f00de79050c6363d699880574cee28.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Byla p\u0159id\u00e1na po\u010d\u00e1te\u010dn\u00ed podpora integrace s syst\u00e9my spr\u00e1vy zdrojov\u00e9ho k\u00f3du a byl realizov\u00e1n plugin pro podporu Gitu<br \/>\n v editoru;<\/p>\n<li class=\"l\"> P\u0159id\u00e1na mo\u017enost p\u0159edefinov\u00e1n\u00ed kamery pro spu\u0161t\u011bnou hru prost\u0159ednictv\u00edm okna v editoru, co\u017e umo\u017e\u0148uje hodnotit r\u016fzn\u00e9 re\u017eimy ve h\u0159e (voln\u00fd rozhled, inspekce uzl\u016f atd.);\n<p><center><video controls=\"\" style=\"width: 640px; height: 480px; max-width:100%\"><source src=\"https:\/\/v.redd.it\/p510zrmq92731\/DASH_480\" type=\"video\/mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> Nab\u00edzena implementace serveru LSP (Language Server Protocol) pro jazyk GDScript, kter\u00e1 umo\u017e\u0148uje p\u0159en\u00e1\u0161et informace o s\u00e9mantice GDScript a pravidlech automatick\u00e9ho dopl\u0148ov\u00e1n\u00ed k\u00f3du do extern\u00edch editor\u016f, jako jsou plugin pro VS Code a Atom;\n<li class=\"l\"> Bylo provedeno mnoho vylep\u0161en\u00ed ve vestav\u011bn\u00e9m editoru skript\u016f GDScript: p\u0159id\u00e1na mo\u017enost nastavit z\u00e1lo\u017eky na pozic\u00edch v k\u00f3du, realizov\u00e1na panel minimapy (pro rychl\u00fd p\u0159ehled cel\u00e9ho k\u00f3du), vylep\u0161eno automatick\u00e9 dopl\u0148ov\u00e1n\u00ed vstupu, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/gsoc-2019-progress-report-3#visual-scripting\">roz\u0161\u00ed\u0159eny<\/a><\/noindex> mo\u017enosti re\u017eimu vizu\u00e1ln\u00edho navrhov\u00e1n\u00ed skript\u016f;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/user-images.githubusercontent.com\/6584330\/62838137-14a18700-bc70-11e9-87d7-7f9e31e8a63d.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/f8a92edb7e5e27d79d4d8e371facd799.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Byl p\u0159id\u00e1n re\u017eim pro vytv\u00e1\u0159en\u00ed pseudo-3D her, kter\u00fd umo\u017e\u0148uje pou\u017eit\u00ed hloubkov\u00e9ho efektu ve 2D hr\u00e1ch prost\u0159ednictv\u00edm definov\u00e1n\u00ed n\u011bkolika vrstev, kter\u00e9 vytv\u00e1\u0159ej\u00ed fiktivn\u00ed perspektivu;\n<p><center><div class=\"youtube-placeholder\" data-id=\"CWZvPZ5mGmY\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/CWZvPZ5mGmY\/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><\/p>\n<li class=\"l\"> V 2D editoru <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/atlas-support-returns-godot-3-2\">vr\u00e1cena<\/a><\/noindex> podpora atlas\u016f textur;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5cb\/a1f\/fad\/5cba1ffad5e78163949453.png\"><img decoding=\"async\" alt=\"Vyd\u00e1n\u00ed otev\u0159en\u00e9ho hern\u00edho enginu Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/45cb42b1e4668ebc36740ab1a0d9dd49.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> V GUI byl modernizov\u00e1n proces um\u00eds\u0165ov\u00e1n\u00ed kotev a hranic oblast\u00ed;\n<li class=\"l\"> Pro textov\u00e1 data byla p\u0159id\u00e1na mo\u017enost sledov\u00e1n\u00ed zm\u011bn parametr\u016f efekt\u016f v re\u00e1ln\u00e9m \u010dase, byla zaji\u0161t\u011bna podpora BBCode tag\u016f a mo\u017enost definovat vlastn\u00ed efekty;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">P\u0159id\u00e1no<\/a><\/noindex> gener\u00e1tor zvukov\u00fdch tok\u016f, kter\u00fd umo\u017e\u0148uje vytv\u00e1\u0159et zvukov\u00e9 vlny na z\u00e1klad\u011b jednotliv\u00fdch sn\u00edmk\u016f a spektr\u00e1ln\u00edho analyz\u00e1toru;\n<li class=\"l\"> Pomoc\u00ed knihovny <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  byla realizov\u00e1na mo\u017enost dekompozice konk\u00e1vn\u00edch s\u00edt\u00ed na p\u0159esn\u00e9 a zjednodu\u0161en\u00e9 kompaktn\u00ed \u010d\u00e1sti. Tato funkce v\u00fdrazn\u011b usnad\u0148uje generaci tvar\u016f koliz\u00ed pro existuj\u00edc\u00ed 3D s\u00edt\u011b;\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"jVmG7nVxvoA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/jVmG7nVxvoA\/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><\/p>\n<li class=\"l\"> Byla realizov\u00e1na mo\u017enost v\u00fdvoje hern\u00ed logiky v jazyce C# s vyu\u017eit\u00edm Mono pro platformy Android a WebAssembly (d\u0159\u00edve byl C# podporov\u00e1n pro Linux, Windows a macOS). Na z\u00e1klad\u011b Mono 6.6 byla zavedena podpora C# 8.0. Pro C# byla tak\u00e9 zavedena po\u010d\u00e1te\u010dn\u00ed podpora p\u0159edkompilace (AOT, ahead-of-time), kter\u00e1 byla p\u0159id\u00e1na do k\u00f3dov\u00e9 z\u00e1kladny, ale zat\u00edm nen\u00ed aktivn\u00ed (pro WebAssembly se prozat\u00edm pou\u017e\u00edv\u00e1 interpreter). Pro editaci k\u00f3du C# byla p\u0159id\u00e1na mo\u017enost p\u0159ipojen\u00ed extern\u00edch editor\u016f, jako jsou MonoDevelop, Visual Studio for Mac a Jetbrains Rider;\n<li class=\"l\"> V\u00fdrazn\u011b roz\u0161\u00ed\u0159eno a vylep\u0161eno <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">dokumentace<\/a><\/noindex>. Bylo zve\u0159ejn\u011bno \u010d\u00e1ste\u010dn\u00e9 <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/\">p\u0159eklad dokumentace<\/a><\/noindex> do ru\u0161tiny (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/getting_started\/step_by_step\/index.html\">p\u0159ev\u00e1d\u011bno<\/a><\/noindex> \u00favodn\u00ed p\u0159\u00edru\u010dka pro za\u010d\u00e1tek pr\u00e1ce).\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Zdroj: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52285\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 10 \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 3.2, \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 \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":40692,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-40691","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"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 10 \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\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" 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