{"id":102239,"date":"2021-11-08T15:36:48","date_gmt":"2021-11-08T13:36:49","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4"},"modified":"2021-11-08T15:36:48","modified_gmt":"2021-11-08T13:36:49","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Udgivelsen af den \u00e5bne spilmotor Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Efter 6 m\u00e5neders udvikling er den frie spilmotor Godot 3.4 blevet offentliggjort, som er velegnet til at lave 2D- og 3D-spil. Motoren underst\u00f8tter et let at l\u00e6re sprog til spil-logic, en grafisk milj\u00f8 til spil-design, et system til udgivelse af spil med \u00e9t klik, brede animationsmuligheder og simulering af fysiske processer, en indbygget debugger og et system til at identificere flaskehalse i ydeevnen. Koden til spilmotoren, spil-designmilj\u00f8et og tilh\u00f8rende udviklingsv\u00e6rkt\u00f8jer (fysisk motor, lydserver, backends til 2D\/3D rendering osv.) distribueres under MIT-licensen.       <\/p>\n<p>Kildekoderne til motoren blev \u00e5bnet i 2014 af studiet OKAM, efter ti \u00e5rs udvikling af et propriet\u00e6rt produkt af professionel kvalitet, der blev brugt til at lave og offentligg\u00f8re mange spil til PC, spilkonsoller og mobile enheder. Motoren underst\u00f8tter alle popul\u00e6re station\u00e6re og mobile platforme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX) samt spiludvikling til web. Klargjorte eksekverbare bin\u00e6re versioner er dannet for Linux, Windows og macOS.     <\/p>\n<p>En ny renderings-backend baseret p\u00e5 grafik-API'en Vulkan udvikles i en separat gren, som vil blive tilbudt i den n\u00e6ste udgave af Godot 4.0, i stedet for de nuv\u00e6rende renderings-backends via OpenGL ES 3.0 og OpenGL 3.3 (underst\u00f8ttelse af OpenGL ES og OpenGL vil blive bevaret ved at sikre, at den gamle backend OpenGL ES 2.0\/OpenGL 2.1 fungerer oven p\u00e5 den nye renderingsarkitektur baseret p\u00e5 Vulkan). Overgangen fra Godot 3.x til Godot 4.0 vil kr\u00e6ve en oml\u00e6gning af applikationerne p\u00e5 grund af uforenelighed p\u00e5 API-niveau, men der vil blive sikret en langvarig supportcyklus for Godot 3.x-grenen, hvis varighed afh\u00e6nger af eftersp\u00f8rgslen fra API-brugerne.       <\/p>\n<p>Godot 3.4 er bem\u00e6rkelsesv\u00e6rdig for tilf\u00f8jelsen af f\u00f8lgende nyheder:  <\/p>\n<ul>\n<li class=\"l\"> Brugergr\u00e6nsefladen til redigering af temaer er blevet redesignet, s\u00e5 der er implementeret en visuel proces til valg af noder, og der er givet mulighed for at \u00e6ndre udseendet uden at forlade forh\u00e5ndsvisningstilstand.        <center>  <div class=\"youtube-placeholder\" data-id=\"3AGGBZVVVTw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/3AGGBZVVVTw\/hqdefault.jpg\" alt=\"Afspil 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\"> Der editor er blevet forbedret for at \u00f8ge brugervenligheden: funktionen til hurtig indl\u00e6sning af ressourcer i inspiceringsmode er tilf\u00f8jet, oprettelse af noder i vilk\u00e5rlige positioner er tilladt, en ny gr\u00e6nseflade til template-eksport er tilf\u00f8jet, der er implementeret yderligere operationer med gizmo (systemet med begr\u00e6nsende parallelepipeder), og animationseditoren baseret p\u00e5 B\u00e9zier-kurver er forbedret.      <center>  <div class=\"youtube-placeholder\" data-id=\"AaNMGVaJ--g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/AaNMGVaJ--g\/hqdefault.jpg\" alt=\"Afspil 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\"> Der er tilf\u00f8jet en fortrydelsesfunktion, der muligg\u00f8r at fortryde alle \u00e6ndringer af scenen, der er for\u00e5rsaget af animation ved hj\u00e6lp af AnimationPlayer, i stedet for at fortryde \u00e6ndringen af hver egenskab individuelt.\n<li class=\"l\"> Indstillingerne har f\u00e5et en mulighed for at \u00e6ndre zoomniveauet i 2D-visningsomr\u00e5det (2D viewport), som f.eks. kan bruges til at forst\u00f8rre eller formindske 2D-elementer uafh\u00e6ngigt af den aktuelle str\u00e6ktilstand (stretch mode).\n<li class=\"l\"> File API har f\u00e5et mulighed for at arbejde med filer (inklusive PCK), der overstiger 2 GB.\n<li class=\"l\"> Der er foretaget \u00e6ndringer for at \u00f8ge smoothness i rendering ved at beregne \u00e6ndringer i frames uden forbindelse til systemtimeren og l\u00f8se problemer med synkronisering af output ved brug af vsync.\n<li class=\"l\"> I InputEvents inputsystemet er der tilf\u00f8jet st\u00f8tte til bindinger til scan-koder, der afspejler den fysiske placering af knapperne p\u00e5 tastaturet, uafh\u00e6ngigt af den aktive layout (f.eks. vil knapperne WASD i QWERTY-layout automatisk blive matchet med knapperne ZQSD i det franske AZERTY-layout).\n<li class=\"l\"> Der er tilf\u00f8jet AESContext- og HMACContext-gr\u00e6nseflader for at give scripts adgang til krypteringsalgoritmerne AES-ECB, AES-CBC og HMAC. Der er ogs\u00e5 tilf\u00f8jet mulighed for at gemme og l\u00e6se \u00e5bne RSA-n\u00f8gler til generering og validering af digitale signaturer.\n<li class=\"l\"> Renderingsmotoren har f\u00e5et indledende st\u00f8tte til at stoppe rendering af objekter, der er inden for kameraets fokus, men ikke synlige p\u00e5 grund af blokering fra andre objekter (f.eks. dem der er bag en v\u00e6g). Rasteriseret (p\u00e5 pixelniveau) sk\u00e6ring af overlapning vil kun blive implementeret i Godot 4-grenen, mens nogle geometriske metoder til sk\u00e6ring af overlappende objekter og st\u00f8tte til portale overlapning er tilf\u00f8jet i Godot 3.    <center>  <div class=\"youtube-placeholder\" data-id=\"8xgb-ZcZV9s\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/8xgb-ZcZV9s\/hqdefault.jpg\" alt=\"Afspil 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\"> Der er tilf\u00f8jet en ny toningsmetode, ACES Fitted, der muligg\u00f8r st\u00f8rre realisme og fysisk pr\u00e6cision ved at \u00f8ge kontrasten i lyse objekter.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Underst\u00f8ttelse af udledning af 3D-partikler i form af ringe eller hulcylindre er blevet tilf\u00f8jet.\n<li class=\"l\"> Ydelsen ved generering af konvekse objekter fra meshes er blevet betydeligt forbedret i fysiksimuleringsmotoren, og kollisionssporingstilstand er blevet revideret i inspektionsinterfacet. For 2D-fysikmotoren er der tilf\u00f8jet underst\u00f8ttelse af BVH (Bounding Volume Hierarchy) struktur for dynamisk rumfordeling. Underst\u00f8ttelse af HeightMapShapeSW-funktionen er implementeret i 3D-fysikmotoren, og der er tilf\u00f8jet synkroniseringsv\u00e6rkt\u00f8jer til KinematicBody3D.\n<li class=\"l\"> Muligheden for at eksportere 3D-scener i glTF-format er blevet tilf\u00f8jet, f.eks. til at \u00e5bne mesh-filer forberedt i Godot i Blender.\n<li class=\"l\"> Underst\u00f8ttelse af ubesv\u00e6ret komprimering af WebP-billeder, som nu som standard anvendes til komprimering af teksturer i stedet for PNG-format, er blevet tilf\u00f8jet.\n<li class=\"l\"> I Android-porten er der tilf\u00f8jet grundl\u00e6ggende underst\u00f8ttelse af API Scoped storage og en ny metode til at hente ekstra ressourcer (Play Asset Delivery) til AAB (Android App Bundle) eksekverbare filer.\n<li class=\"l\"> For HTML5-platformen er mulighederne for installation som PWA (Progressive Web Apps) blevet implementeret, JavaScriptObject-gr\u00e6nsefladen er tilf\u00f8jet for interaktion mellem Godot og JavaScript (f.eks. kan metoder i JavaScript kaldes fra Godot-scripts), og der er tilf\u00f8jet underst\u00f8ttelse af AudioWorklet til multitr\u00e5dede builds.\n<li class=\"l\"> Underst\u00f8ttelse af Apple Silicon-chipsystemer (M1) er blevet tilf\u00f8jet til macOS-platformen.    <\/ul>\n<p>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56121\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, \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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[&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":102240,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-102239","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 6 \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 3.4, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e 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