{"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\/en\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Release of the open game engine Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>After 6 months of development, the release of the free game engine Godot 3.4 has been published, suitable for creating 2D and 3D games. The engine supports an easy-to-learn scripting language for game logic, a graphical environment for game design, a one-click deployment system, extensive animation and physical simulation features, a built-in debugger, and a performance bottleneck detection system. The source code of the game engine, game design environment, and associated development tools (physics engine, audio server, 2D\/3D rendering backends, etc.) is distributed under the MIT license.       <\/p>\n<p>The engine's source code was opened in 2014 by OKAM Studio, after ten years of development of a proprietary professional-level product used to create and publish many games for PC, consoles, and mobile devices. The engine supports all popular desktop and mobile platforms (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), as well as game development for the Web. Ready-to-run binary builds are available for Linux, Windows, and macOS.     <\/p>\n<p>A new rendering backend based on the Vulkan graphics API is being developed in a separate branch, which will be offered in the next release Godot 4.0, instead of the currently offered OpenGL ES 3.0 and OpenGL 3.3 rendering backends (support for OpenGL ES and OpenGL will be maintained by ensuring the old OpenGL ES 2.0\/OpenGL 2.1 backend works on the new Vulkan-based rendering architecture). Transitioning from Godot 3.x to Godot 4.0 will require reworking applications due to API compatibility issues, but a long support cycle will be provided for the Godot 3.x branch, the duration of which will depend on user demand for the strict API.       <\/p>\n<p>Godot 3.4 is notable for the addition of the following new features:  <\/p>\n<ul>\n<li class=\"l\"> The user interface for theme editing has been redesigned, featuring a visual node selection process and allowing changes to be made without leaving the preview mode.        <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=\"Play 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\"> The editor has been improved for enhanced usability: a quick resource loading feature in inspection mode has been added, the creation of nodes at arbitrary positions is allowed, a new template export interface has been introduced, additional operations with gizmo (bounding box system) have been implemented, and the animation editor based on B\u00e9zier curves has been enhanced.      <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=\"Play 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\"> A change rollback mode has been added, allowing all scene changes caused by animation through AnimationPlayer to be undone at once, instead of individually rolling back each property change.\n<li class=\"l\"> An option has been added to the settings to change the scaling level of the 2D viewport, which can be used to enlarge or reduce 2D elements, regardless of the current stretch mode.\n<li class=\"l\"> The File API now supports working with files (including PCK) larger than 2 GB.\n<li class=\"l\"> Improvements have been made to enhance the smoothness of rendering by calculating frame changes without being tied to the system timer and resolving output synchronization issues when using vsync.\n<li class=\"l\"> The InputEvents processing system now supports binding to scan codes reflecting the physical key placements on the keyboard, regardless of the active layout (for example, the WASD keys in the QWERTY layout will automatically map to the ZQSD keys in the French AZERTY layout).\n<li class=\"l\"> AESContext and HMACContext interfaces have been added for script access to the AES-ECB, AES-CBC, and HMAC encryption algorithms. There is also the ability to save and read RSA public keys for generating and verifying digital signatures.\n<li class=\"l\"> The rendering engine has introduced initial support for halting the rendering of objects that are in the camera's focus but not visible due to being occluded by other objects (e.g., behind a wall). Pixel-level raster occlusion will only be implemented in the Godot 4 branch, while Godot 3 includes some geometric methods for clipping overlapping objects and supports portal occlusion.    <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=\"Play 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\"> A new ACES Fitted tone mapping method has been introduced, allowing for greater realism and physical accuracy by increasing the contrast of bright objects.    <center><img decoding=\"async\" alt=\"Release of the open game engine Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Support for emitting 3D particles in the form of a ring or hollow cylinder has been added.\n<li class=\"l\"> The physics simulation engine has significantly improved the performance of convex object generation from meshes, and the collision detection mode in the inspection interface has been revamped. The 2D physics engine now supports the BVH (Bounding Volume Hierarchy) structure for dynamic spatial division. The 3D physics engine has implemented the HeightMapShapeSW function and added synchronization tools with KinematicBody3D.\n<li class=\"l\"> The ability to export 3D scenes in glTF format has been added, for example, to open prepared meshes in Godot in Blender.\n<li class=\"l\"> Support for lossless WebP image compression mode has been added, which is now used by default for texture compression instead of PNG format.\n<li class=\"l\"> Initial support for the Scoped Storage API and a new way of loading additional resources (Play Asset Delivery) for executable files in AAB (Android App Bundle) format has been added to the Android platform.\n<li class=\"l\"> For the HTML5 platform, the ability to install as PWA (Progressive Web Apps) has been implemented, and a JavaScriptObject interface has been added for interaction between Godot and JavaScript (e.g., JavaScript methods can be called from Godot scripts). Support for AudioWorklet has been implemented for multithreaded builds.\n<li class=\"l\"> Support for Apple Silicon (M1) chip systems has been added for the macOS platform.    <\/ul>\n<p>Source: <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 \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":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 5.0.2 - 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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