{"id":41273,"date":"2020-02-07T09:28:02","date_gmt":"2020-02-07T06:28:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/reliz-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-07T09:28:02","modified_gmt":"2020-02-07T06:28:02","slug":"reliz-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/reliz-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Udgivelse af spilmotoren Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><a rel=\"nofollow\" href=\"https:\/\/www.linux.org.ru\/images\/18943\/original.gif\" itemprop=\"contentURL\"><br \/>\n      <img decoding=\"async\" alt=\"Udgivelse af spilmotoren Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/0527792d4845dbd742905c64b6cd3ee2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>    <\/a><\/p>\n<p><noindex>      <noindex><\/p>\n<p>EFTER ANMODNING FRA ARBEJDSLIVET! Hentet fra openneta.<\/p>\n<p>Efter 10 m\u00e5neders udvikling er udgaven af den frie spilmotor blevet offentliggjort <a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Godot 3.2<\/a>, velegnet til at skabe 2D- og 3D-spil. Motoren underst\u00f8tter et nemt at l\u00e6re sprog til spillogik, en grafisk gr\u00e6nseflade til spildesign, et click-to-deploy spilsystem, omfattende animations- og simuleringsmuligheder, indbygget debugger og et system til opdagelse af flaskehalse i ydeevnen. Koden til spilmotoren, designmilj\u00f8et og tilh\u00f8rende udviklingsv\u00e6rkt\u00f8jer (fysisk motor, lydserver, backends til 2D\/3D-rendering osv.) distribueres under MIT-licensen.<\/p>\n<p><\/noindex><\/p>\n<p>Kildekoderne til motoren blev frigivet i 2014 af studiet OKAM, efter ti \u00e5r med udvikling af et propriet\u00e6rt produkt af professionel kvalitet, der blev brugt til at skabe og publicere mange spil til PC, spillekonsoller 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. Klar-til-at-k\u00f8re bin\u00e6re builds er blevet dannet til Linux, Windows og macOS.<\/p>\n<p>I en separat gren udvikles en ny rendering backend baseret p\u00e5 grafik-API'et Vulkan, som vil blive tilbudt i den n\u00e6ste udgave, Godot 4.0, i stedet for de nuv\u00e6rende rendering 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 rendering arkitektur baseret p\u00e5 Vulkan). Overgangen fra Godot 3.2 til Godot 4.0 vil kr\u00e6ve en omskrivning af applikationer p\u00e5 grund af brud p\u00e5 API-underst\u00f8ttelsen, men der vil blive sikret en lang supportcyklus for Godot 3.2-grenen, hvor varigheden afh\u00e6nger af eftersp\u00f8rgslen fra brugerne. I mellemudgivelserne 3.2.x udelukkes det heller ikke, at der vil blive porteret nye funktioner fra 4.x-grenen, som ikke p\u00e5virker stabiliteten, s\u00e5som AOT-kompilering, ARCore, DTLS og iOS-platforme til C#-projekter.<\/p>\n<p>Hovednyhederne i Godot 3.2:<\/p>\n<ul>\n<li> Support for Oculus Quest virtual reality headsets has been added, implemented based on a plugin for the Android platform. Support for the ARKit framework has been added for developing augmented reality systems for iOS. The ARCore framework is being developed for Android, but it is not yet ready and will be included in one of the intermediate releases of 3.3.x;<\/noindex>\n<\/li>\n<li> Brugergr\u00e6nsefladen til den visuelle shader-redigerer er blevet revideret. Der er tilf\u00f8jet nye noder til oprettelse af mere avancerede shaders. For shaders, der implementeres med klassiske scripts, er der tilf\u00f8jet st\u00f8tte til konstanter, arrays og modifikatorer &#171;varying&#187;. Mange shaders, der er specifikke for OpenGL ES 3.0-backend, er blevet porteret til OpenGL ES 2;\n<\/li>\n<li> Support for physically based rendering (PBR) of materials has been synchronized with the capabilities of new PBR rendering engines such as Blender Eevee and Substance Designer, ensuring similar scene display in Godot and the 3D modeling packages used;\n<\/li>\n<li> 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>\n<li> Full support for importing 3D scenes and models in glTF 2.0 format (GL Transmission Format) has been added, along with initial support for FBX format, allowing for the import of animated scenes from Blender, but it is currently incompatible with Maya and 3ds Max. Support for skeleton skins during scene imports via glTF 2.0 and FBX has been added, allowing the same skeleton to be used in multiple meshes. Work on improving and stabilizing glTF 2.0 support has been carried out in collaboration with the Blender package development community, and improved glTF 2.0 support will be offered in release 2.83;\n<\/li>\n<li> The engine's networking capabilities have been expanded with support for the WebRTC and WebSocket protocols, as well as the ability to use UDP in multicast mode. An API for using cryptographic hashes and working with certificates has been added. A graphical interface for profiling network activity has been introduced. Work has begun on creating a port of Godot for WebAssembly\/HTML5, which will allow the editor to run in the browser through Web;\n<\/li>\n<li> Plugin til Android-platformen er blevet omarbejdet, og der er installeret et ekspansionssystem. Nu tilbydes der to separate eksportfunktioner til oprettelse af pakker til Android: en med en forudbygget motor og den anden, som giver mulighed for at danne egne builds baseret p\u00e5 tilpassede motorvarianter. Indstillingen af egne builds kan udf\u00f8res p\u00e5 niveauet for Android-pluginet, uden manuel \u00e6ndring af den oprindelige skabelon;\n<\/li>\n<li> Redakt\u00f8ren har f\u00e5et tilf\u00f8jet st\u00f8tte til selektiv deaktivering af specifikke funktioner, for eksempel kan knapperne til at kalde 3D-redakt\u00f8ren, script-redakt\u00f8ren, ressourcelibraryen, noder, paneler, egenskaber og andre elementer, der ikke er n\u00f8dvendige for udvikleren, fjernes (at skjule un\u00f8dvendige elementer g\u00f8r gr\u00e6nsefladen markant enklere);\n<\/li>\n<li> Indledende st\u00f8tte til integration med kildekodeh\u00e5ndteringssystemer er blevet tilf\u00f8jet, og der er gjort et plugin til at underst\u00f8tte Git i redakt\u00f8ren;\n<\/li>\n<li> Der er givet mulighed for at omdefinere kameraet for det k\u00f8rende spil via vinduet i redakt\u00f8ren, hvilket giver mulighed for at evaluere forskellige tilstande i spillet (fri visning, inspektion af noder osv.);\n<\/li>\n<li> Implementeringen af en LSP-server (Language Server Protocol) for GDScript-sproget er blevet foresl\u00e5et, hvilket muligg\u00f8r overf\u00f8rsel af information om GDScripts semantik og regler for kode-autoudfyldning til eksterne redakt\u00f8rer, som f.eks. VS Code-plugin og Atom;\n<\/li>\n<li> Der er foretaget adskillige forbedringer i den indbyggede GDScript-editor: muligheden for at s\u00e6tte bogm\u00e6rker p\u00e5 positioner i koden er blevet tilf\u00f8jet, der er implementeret et minimap-panel (til hurtig oversigt over hele koden), indtastningsautoudfyldningen er forbedret, og mulighederne i det visuelle script-design er udvidet;\n<\/li>\n<li> 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<\/li>\n<li> I 2D-redakt\u00f8ren er underst\u00f8ttelsen af teksturatlas blevet genindf\u00f8rt;\n<\/li>\n<li> I GUI er processen med at placere ankre og gr\u00e6nser for omr\u00e5der blevet moderniseret;\n<\/li>\n<li> For tekstdata er muligheden for at overv\u00e5ge \u00e6ndringer af effekter parametrisk i realtid blevet tilf\u00f8jet, der er sikret st\u00f8tte til BBCode-tags, samt muligheden for at definere egne effekter;\n<\/li>\n<li> Der er tilf\u00f8jet en lydstream-generator, som muligg\u00f8r oprettelse af lydb\u00f8lger baseret p\u00e5 individuelle rammer og spektrogram-analysemeter.\n<\/li>\n<li> Med V-HACD-biblioteket er det muligt at nedbryde konvekse meshes til pr\u00e6cise og forenklede dele. Denne funktion g\u00f8r det betydeligt nemmere at generere kollisionformer for eksisterende 3D-meshes;\n<\/li>\n<li> Muligheden for at udvikle spil logik i C# ved hj\u00e6lp af Mono til Android og WebAssembly er blevet implementeret (tidligere blev C# underst\u00f8ttet for Linux, Windows og macOS). P\u00e5 basis af Mono 6.6 er C# 8.0 underst\u00f8ttet. Der er ogs\u00e5 blevet tilf\u00f8jet tidlig underst\u00f8ttelse af AOT (Ahead-Of-Time) til C#, hvilket er blevet tilf\u00f8jet til kodebasen, men endnu ikke aktiveret (for WebAssembly anvendes en fortolker). Til redigering af C#-kode er det muligt at tilslutte eksterne redakt\u00f8rer som MonoDevelop, Visual Studio for Mac og Jetbrains Rider;\n<\/li>\n<li> Dokumentationen er blevet udvidet og forbedret. En delvis overs\u00e6ttelse af dokumentationen til russisk er blevet offentliggjort (den indledende guide til at komme i gang er oversat).\n<\/li>\n<\/ul>\n<p><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Nyhed p\u00e5 Godot-websiden<\/a><\/p>\n<p><\/noindex><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/download\/linux\">Download den nyeste version<\/a><\/p>\n<p><\/noindex><\/p>\n<p>Kilde: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.linux.org.ru\/news\/opensource\/15512825\">linux.org.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u041e \u041f\u0420\u041e\u0421\u042c\u0411\u0410\u041c \u0422\u0420\u0423\u0414\u042f\u0429\u0418\u0425\u0421\u042f! \u0412\u0437\u044f\u0442\u043e \u0441 \u043e\u043f\u0435\u043d\u043d\u0435\u0442\u0430. \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 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":41274,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-41273","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=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/prohoster.info\/da\/blog\/reliz-igrovogo-dvizhka-godot-3-2\" \/>\n\t\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.3\" \/>\n\t\t<meta property=\"og:locale\" content=\"da_DK\" \/>\n\t\t<meta property=\"og:site_name\" content=\"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 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