{"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\/da\/blog\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Udgivelse af den open source spilengine Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Efter 10 m\u00e5neders udvikling <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">udgivet<\/a><\/noindex> lanceringen af en gratis spilmotor <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\">Godot 3.2<\/a><\/noindex>, der er velegnet til udvikling af 2D- og 3D-spil. Motoren underst\u00f8tter et letl\u00e6rt sprog til angivelse af spillytelse, en grafisk milj\u00f8 til spildesign, en one-click distributionssystem, omfattende animationsmuligheder og simulering af fysiske processer, en indbygget debugger og et system til at identificere flaskehalse i ydeevnen. Koden til spilmotoren, designmilj\u00f8et og relaterede udviklingsv\u00e6rkt\u00f8jer (fysikmotor, lydserver, backend til 2D\/3D rendering mv.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">distribueres<\/a><\/noindex>  under MIT-licensen. <\/p>\n<p>Kildeteksterne til motoren blev <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">\u00e5bnet<\/a><\/noindex> i 2014 af studiet <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, efter ti \u00e5rs udvikling af et propriet\u00e6rt produkt af professionel kvalitet, som blev brugt til at skabe og udgive <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/portfolio\">mange spil<\/a><\/noindex> til pc'er, 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 udvikling af spil til Web. Klare til at bruge bin\u00e6re builds <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">er dannet<\/a><\/noindex> til Linux, Windows og macOS. <\/p>\n<p>I <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/commits\/vulkan\">i en separat gren<\/a><\/noindex> udvikles <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/abandoning-gles3-vulkan-and-gles2\">den nye backend<\/a><\/noindex> af rendering baseret p\u00e5 grafisk API Vulkan, som vil blive tilbudt i den n\u00e6ste version af Godot 4.0, i stedet for de nuv\u00e6rende backend-renderingsmuligheder via OpenGL ES 3.0 og OpenGL 3.3 (st\u00f8tten for OpenGL ES og OpenGL vil blive opretholdt ved at sikre drift af den gamle OpenGL ES 2.0\/OpenGL 2.1 backend oven p\u00e5 den nye renderingarkitektur baseret p\u00e5 Vulkan). Overgangen fra Godot 3.2 til Godot 4.0 vil kr\u00e6ve en genopbygning af applikationer p\u00e5 grund af brud p\u00e5 API-kompatibilitet, men der vil v\u00e6re en lang supportcyklus for Godot 3.2, hvis l\u00e6ngde vil afh\u00e6nge af eftersp\u00f8rgslen fra brugerne. I mellemsl\u00e6bning af 3.2.x vil der ogs\u00e5 ikke blive udelukket portering af nye funktioner fra 4.x-grenen, som ikke p\u00e5virker stabiliteten, s\u00e5som st\u00f8tte <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/33603\">til AOT-kompilering<\/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> og platformen <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/issues\/20268\">iOS til projekter i C#<\/a><\/noindex>.<\/p>\n<p>Hovednyhederne i Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> Tilf\u00f8jet st\u00f8tte til Oculus Quest virtual reality headsets, implementeret p\u00e5 basis af <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">plugin<\/a><\/noindex> til Android-platformen. Til udvikling af augmented reality-systemer til iOS er der tilf\u00f8jet st\u00f8tte til frameworket <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. For Android udvikles der st\u00f8tte til frameworket <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>, men det er endnu ikke klar og vil blive inkluderet i en af de mellemliggende udgivelser 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=\"Afspil 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\">Omarbejdet<\/a><\/noindex> brugerfladen til den visuelle shader-editor. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-visual-shaders-godot-3-2-part-2\">Tilf\u00f8jet<\/a><\/noindex> nye noder til at skabe mere avancerede shaders. For shaders, der implementeres med klassiske scripts, er der tilf\u00f8jet st\u00f8tte til konstanter, arrays og modificerere &#171;varying&#187;. Mange backend-specifikke shaders til OpenGL ES 3.0 er porteret til 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=\"Udgivelse af den open source spilengine 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\"> St\u00f8tte til fysisk korrekt rendering af materialer (PBR) er synkroniseret med mulighederne i de nye PBR-renderingsmotorer som Blender Eevee og Substance Designer for at sikre ensartet visning af scenen i Godot og de benyttede 3D-modelleringspakker;\n<li class=\"l\"> Various rendering settings have been optimized to improve performance and enhance image quality. Many features from GLES3 have been transferred to GLES3 backend, including support for MSAA (Multisample anti-aliasing) and various post-processing effects (glow, DOF blur, and BCS);\n<li class=\"l\"> Der er tilf\u00f8rt fuld st\u00f8tte til import af 3D-scener og modeller i glTF 2.0-formatet (GL Transmission Format) samt indledende st\u00f8tte til FBX-formatet, hvilket giver mulighed for at importere scener med animationer fra Blender, men som stadig er inkompatibel med Maya og 3ds Max. St\u00f8tte til skelet-skin er blevet tilf\u00f8jet ved import af scener gennem glTF 2.0 og FBX, s\u00e5 et skelet kan anvendes i flere mesh.<br \/>\nArbejde p\u00e5 at forbedre og stabilisere st\u00f8tte til glTF 2.0 er blevet udf\u00f8rt i samarbejde med Blender-pakkens udviklerf\u00e6llesskab, hvor forbedret st\u00f8tte til glTF 2.0 vil blive pr\u00e6senteret i version 2.83;<\/p>\n<li class=\"l\"> Motorens netv\u00e6rksmuligheder er udvidet med st\u00f8tte til WebRTC- og WebSocket-protokoller samt muligheden for at bruge UDP i multicast-tilstand. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">API er blevet tilf\u00f8jet<\/a><\/noindex> til brug af kryptografiske hashes og arbejde med certifikater. Der er tilf\u00f8jet en grafisk gr\u00e6nseflade til profilering af netv\u00e6rksaktiviteter. Arbejdet med at skabe en port af Godot til<br \/>\nWebAssembly\/HTML5, som g\u00f8r det muligt at k\u00f8re editoren i browseren via 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=\"Udgivelse af den open source spilengine 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\"> Omarbejdet <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">plugin<\/a><\/noindex> til Android-platformen og eksport systemet. Nu tilbydes der to separate eksport systemer til dannelse af pakker til Android: den ene med en forudbygget motor, og den anden, der g\u00f8r det muligt at danne egne builds baseret p\u00e5 tilpassede versioner af motoren. Tilpasningen af egne builds kan foretages p\u00e5 plugin-niveau for Android uden manuel redigering af skabelonen;\n<li class=\"l\"> Der er tilf\u00f8jet st\u00f8tte til selektiv <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">deaktivering<\/a><\/noindex> forskellige funktioner, s\u00e5som muligheden for at skjule knapper til at \u00e5bne 3D-editoren, scripteditoren, ressourcebiblioteket, noder, paneler, egenskaber og andre elementer, som ikke er n\u00f8dvendige for udvikleren (skjulning af un\u00f8dvendige elementer g\u00f8r interface betydeligt enklere);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5ca\/bcb\/9a1\/5cabcb9a1a4ab072608872.png\"><img decoding=\"async\" alt=\"Udgivelse af den open source spilengine 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\"> Indledende st\u00f8tte til integration med versionskontrolsystemer er blevet tilf\u00f8jet, og der er implementeret en plugin til at underst\u00f8tte Git<br \/>\n i editoren;<\/p>\n<li class=\"l\"> Muligheden for at overstyre kameraet for det k\u00f8rende spil gennem vinduet i editoren er blevet givet, hvilket muligg\u00f8r vurdering af forskellige tilstande i spillet (fri udsigt, inspektion af noder osv.);\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\"> Den foresl\u00e5ede implementering af LSP-serveren (Language Server Protocol) for GDScript-sproget muligg\u00f8r overf\u00f8rsel af information om semantikken for GDScript og reglerne for kodeautocompletion til eksterne redakt\u00f8rer som VS Code-plugin og Atom;\n<li class=\"l\"> Der er gjort adskillige forbedringer i den indbyggede GDScript-kodeditor: muligheden for at s\u00e6tte bogm\u00e6rker p\u00e5 posisioner i koden er tilf\u00f8jet, minimap-panelet (for hurtigt at f\u00e5 et overblik over hele koden) er implementeret, autocompletion er forbedret, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/gsoc-2019-progress-report-3#visual-scripting\">udvidet<\/a><\/noindex> mulighederne for designscripting-tilstand;\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=\"Udgivelse af den open source spilengine 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\"> Der er tilf\u00f8jet en tilstand til at skabe pseudo-3D-spil, der giver mulighed for at bruge dybdeeffekter i 2D-spil ved at definere flere lag, der danner en illusorisk perspektiv;\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=\"Afspil 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\"> I 2D-editoren <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/atlas-support-returns-godot-3-2\">genintroduceret<\/a><\/noindex> underst\u00f8ttelse af teksturatlas;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5cb\/a1f\/fad\/5cba1ffad5e78163949453.png\"><img decoding=\"async\" alt=\"Udgivelse af den open source spilengine 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\"> I GUI er processen med at placere ankre og gr\u00e6nser for omr\u00e5der blevet moderniseret;\n<li class=\"l\"> For tekstdata er muligheden for at overv\u00e5ge \u00e6ndringer af effekter i realtid tilf\u00f8jet, der er tilf\u00f8jet underst\u00f8ttelse af BBCode-tags og muligheden for at definere egne effekter;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">Tilf\u00f8jet<\/a><\/noindex> lydstr\u00f8msgenerator, der muligg\u00f8r oprettelse af lydv b\u00f8lger baseret p\u00e5 individuelle rammer og spektrogramanalyse;\n<li class=\"l\"> Ved hj\u00e6lp af biblioteket <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  er muligheden for at opdele konkave meshes i pr\u00e6cise og forenklede konvekse dele implementeret. Denne mulighed letter betydeligt genereringen af kollisionsformer for eksisterende 3D-meshes;\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=\"Afspil 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\"> Muligheden for at udvikle spil-logik p\u00e5 C#-sproget ved hj\u00e6lp af Mono til Android- og WebAssembly-platforme er blevet implementeret (tidligere blev C# kun underst\u00f8ttet for Linux, Windows og macOS). C# 8.0 underst\u00f8ttelse er implementeret baseret p\u00e5 Mono 6.6. Der er ogs\u00e5 blevet tilf\u00f8jet initial underst\u00f8ttelse af ahead-of-time compiling (AOT), som er tilf\u00f8jet til kodebasen, men endnu ikke aktiveret (for WebAssembly anvendes fortsat en fortolker). For redigeringen af C#-kode er muligheden for at tilslutte eksterne redakt\u00f8rer, s\u00e5som MonoDevelop, Visual Studio for Mac og Jetbrains Rider, realiseret;\n<li class=\"l\"> Er blevet v\u00e6sentligt udvidet og forbedret <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">dokumentation<\/a><\/noindex>. En delvis <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/\">overs\u00e6ttelse af dokumentationen<\/a><\/noindex> til russisk er blevet offentliggjort (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/getting_started\/step_by_step\/index.html\">oversat<\/a><\/noindex> introduktionsguide til at komme i gang).\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Kilde: <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 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