{"id":100022,"date":"2021-04-25T16:23:23","date_gmt":"2021-04-25T14:23:29","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3"},"modified":"2021-04-25T16:23:23","modified_gmt":"2021-04-25T14:23:29","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/et\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>P\u00e4rast 7 kuud arendust on avaldatud tasuta m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne, mis sobib 2D ja 3D m\u00e4ngude loomiseks. Mootor toetab lihtsat m\u00e4nguloogika keelt, graafilist keskkonda m\u00e4ngude disainimiseks, \u00fcheklickimise m\u00e4ngude juurutamise s\u00fcsteemi, laiad animatsiooni ja f\u00fc\u00fcsikasimulatsiooni v\u00f5imalused, sisseehitatud siluri ja j\u00f5udluse kitsaskohtade leidmise s\u00fcsteemi. M\u00e4ngumootori, m\u00e4ngude projekteerimise keskkonna ja seotud arendust\u00f6\u00f6riistade (f\u00fc\u00fcsikamootor, heliserver, 2D\/3D renderdamise tagaplaanid jne) kood jagatakse MIT litsentsi alusel.       <\/p>\n<p>Mootori l\u00e4htekood avati 2014. aastal OKAM stuudio poolt p\u00e4rast k\u00fcmneaastast professionaalse taseme suletud toote arendamist, mida kasutati paljude PC, m\u00e4ngukonsoolide ja mobiilseadmete m\u00e4ngude loomiseks ja publikatsiooniks. Mootor toetab k\u00f5iki populaarseid statsionaarseid ja mobiilseid platvorme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX) ning m\u00e4ngude arendust veebis. Valmis k\u00e4ivitatavad binaarsed kogumid on loodud Linuxi, Windowsi ja macOS jaoks.     <\/p>\n<p>Erinevas haru arendatakse uut renderdamise tausta, mis p\u00f5hineb graafika API-l Vulkan, mis pakutakse j\u00e4rgmises Godot 4.0 versioonis, asendades praegu pakutavad OpenGL ES 3.0 ja OpenGL 3.3 renderdamise taustad (OpenGL ES ja OpenGL toetamine s\u00e4ilib, toetades vana OpenGL ES 2.0 \/ OpenGL 2.1 tausta uue Vulkan-p\u00f5hise renderdamisstruktuuri kaudu). \u00dcleminek Godot 3.x-lt Godot 4.0-le n\u00f5uab rakenduste \u00fcmbertegemist API tasandi \u00fchilduvuse rikkumise t\u00f5ttu, kuid Godot 3.x haru jaoks tagatakse pikaajaline toega toimetamine, mille kestus s\u00f5ltub kasutajate n\u00f5udlusest rangelt API suhtes.       <\/p>\n<p> Godot 3.3 filiaal on t\u00e4ielikult \u00fchilduv Godot 3.2-ga ja j\u00e4tkab mootori stabiilsete versioonide arendamist, millele tagatakse pikaajaline tugi. Algselt plaaniti Godot 3.3 vabastamise asemel v\u00e4lja anda uuendus 3.2.4, kuid versioonid 3.2.x t\u00f5lgendati kasutajate seas kui parandavad, vaatamata 4.0 filiaalist uute v\u00f5imaluste portimisele, seet\u00f5ttu siirdus projekt klassikalisse semantilise versioneerimise skeemi. Eelk\u00f5ige t\u00e4histab kolmanda numbri uuendus n\u00fc\u00fcd ainult parandusi, teine - uue funktsionaalsuse lisamist ja esimene - \u00fchilduvust m\u00f5jutavaid muudatusi. 3.x.x filiaali toetatakse paralleelselt 4.x.x-ga kuni Godot 4.x t\u00e4ieliku stabiliseerimise ja k\u00f5igile aktuaalsetele seadmetele kohandamiseni.    <\/p>\n<p>Godot 3.3 on t\u00e4helepanuv\u00e4\u00e4rne j\u00e4rgmiste uuenduste lisamise poolest:  <\/p>\n<ul>\n<li class=\"l\"> Valmistatud versioon redaktorist, mis t\u00f6\u00f6tab veebibrauseris.  <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on v\u00f5imalus eksportida m\u00e4nge Androidi platvormile AAB (Android App Bundle) formaadis, lisaks APK paketidele. AAB formaat v\u00f5imaldab alla laadida vaid neid natiivseid teeke, mis on vajalikud seadme \u00fclesandeks (n\u00e4iteks armeabi-v7a v\u00f5i arm64-v8a). Androidi platvormil on samuti rakenduste integreerimise v\u00f5imalus Godot mootori baasil subkomponentide (subview) kujul, mis kasutavad osa aknast. Samuti on lisatud tugi ekraani pimedate piirkondade (\u00fcmarduste ja kaamerale m\u00f5eldud lohkude) jaoks, hiire s\u00fcndmustele ja sisendi vastuv\u00f5tmisele v\u00e4liseks klaviatuurilt.    <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Uus API pluginide kogumiseks ja jagamiseks iOS-i platvormil v\u00f5imaldab viia pluginaid (ARKit, GameCenter, InAppStore) eraldi repositorysse ja arendada neid s\u00f5ltumatult Godot motiividest. Varem rakendati see API Androidi platvormil.\n<li class=\"l\"> M\u00e4ngude eksportimise vahendeid veebiplatvormile (HTML5) on parendatud. Brauseris k\u00e4itatavatele m\u00e4ngudele on lisatud mitme l\u00f5ime tugi ja GDNative skriptide tugi, kuid HTML5 platvormi piirangute t\u00f5ttu on nende teostus \u00fchilduv kohalike m\u00e4ngude variantidega. Lisaks on l\u00f5imede teostus seotud SharedArrayBuffer API-ga, mis ei ole saadaval k\u00f5igis brauserites. Pakutakse kolme eraldi eksportimise re\u017eiimi - Regular, Threads ja GDNative. Mitme l\u00f5ime profiilis on lisatud t\u00e4iendav tugi AudioWorklet API-le, mis v\u00f5imaldab saavutada kvaliteetsemat heli v\u00e4ljundit ilma peamise l\u00f5ime blokeerimiseta. Kontrollerite ja virtuaalsete klaviatuuride toe tugi on oluliselt parenenud.        <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud tugi m\u00e4ngude koostamiseks uuele Apple'i riistvarale, mis on varustatud ARM M1 kiibiga. Lisatud digitaalsete allkirjade lisamise tugi macOS-ile genereeritud k\u00e4ivitatavatele failidele.\n<li class=\"l\"> 4.0 harust on edasi viidud moderniseeritud API mitme l\u00f5ime korraldamiseks, mis kasutab C++14 standardi v\u00f5imalusi, suurendanud usaldusv\u00e4\u00e4rsust erinevates platvormides ja viinud l\u00e4bi j\u00f5udluse optimeerimise.\n<li class=\"l\"> 4.0 harust on edasi viidud optimeerimine, mis kasutab BVH (Bounding Volume Hierarchy) struktuuri d\u00fcnaamiliseks ruumiliseks jaotamiseks renderdamisel. BVH-d kasutatakse n\u00fc\u00fcd vaikimisi ja see lahendab palju j\u00f5udluse probleeme.\n<li class=\"l\"> Tugedatud \u00fchtne 2D-bat\u0161imisrakendus (Batching, optimeerimine, et v\u00e4hendada renderdamiskutsede arvu objektide vastastikuse paigutuse arvestamisel), mida saab rakendada nii OpenGL ES 3 kui ka OpenGL ES 2 jaoks. Isegi optimeerimine h\u00f5lmab n\u00fc\u00fcd rohkem objekte, sealhulgas jooni ja pol\u00fcgone.\n<li class=\"l\"> Lisatud on uus valguskaartide koostamise t\u00f6\u00f6riist (lightmapper), mis kasutab teede j\u00e4lgimise meetodit ja toetab m\u00fcra summutamist oidn (Open Image Denoise) raamatukogu abil. Uus lightmapper kasutab arvutamiseks CPU-d ja lahendab enamikud kvaliteediprobleemid, mis olid vanal t\u00f6\u00f6tlejal. Lisaks on valmistatud GPU-d kasutav lightmapper, kuid see on seotud Vulkan API-ga ja ilmub alles versioonis 4.0.  <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Godot 4.0 harust on \u00fcle kantud palju joonistamisega seotud t\u00e4iustusi, nagu kiire programmiline skelettimine, optimeeritud varjatud 3D objektide transformatsioonid, kohandatav valgustite arv iga objekti jaoks ja paranenud varjude joonistamine PCF-filtri abil.      <center>  <div class=\"youtube-placeholder\" data-id=\"WJW06tS3GGw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/WJW06tS3GGw\/hqdefault.jpg\" alt=\"M\u00e4ngi videot\" 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\"> F\u00fc\u00fcsikaliste protsesside simuleerimise mootoris on parandatud erinevate kokkup\u00f5rgete t\u00f6\u00f6tlemist.\n<li class=\"l\"> Toimetisse on lisatud t\u00e4ielikud v\u00f5imalused s\u00f5lmede kopeerimiseks ja kleepimiseks, v\u00f5imaldades edastamist erinevate stseenide vahel.\n<li class=\"l\"> Parandatud on inspekteerimisre\u017eiim, mille raames on tagatud subressursside visuaalne esilet\u00f5stmine.    <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on tugi imporditavate ressursside vaikeseadete m\u00e4\u00e4ramiseks.  <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> 3D-redaktoris on tehtud t\u00f6\u00f6d kasutusmugavuse parandamiseks, sealhulgas lisatud l\u00f5pmatu d\u00fcnaamiline kolmem\u00f5\u00f5tmeline v\u00f5rk ja m\u00e4rkimisv\u00e4\u00e4rselt parendatud p\u00f6\u00f6ramise ja valimise rakendamine gizmo (koordinaatide telje n\u00e4itaja) abil.    <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> R\u00fchmat\u00f6\u00f6 vahenditesse on lisatud kaitse stseenide muutmise eest, mis on juba avatud teiste kasutajate poolt (ilmub hoiatusteade, kui salvestamisel avastatakse uuemad versioonid avatud failidest).\n<li class=\"l\"> FBX formaadis failide impordi t\u00e4iendused.    <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on OpenXR plugin, mis toetab samanimelist standardit virtuaalse ja liitreaalsuse rakenduste loomisel. HTML5 porti, et luua virtuaalreaalsuse tehnoloogiatel p\u00f5hinevaid m\u00e4nge, on lisatud WebXR spetsifikatsiooni tugi.    <center>  <div class=\"youtube-placeholder\" data-id=\"UMKvSxUpsHA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/UMKvSxUpsHA\/hqdefault.jpg\" alt=\"M\u00e4ngi videot\" 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\"> Lisatud on MP3 formaadis heli laadimise ja esitamise tugi (varasemalt oli see patendi t\u00f5ttu toetamata).\n<li class=\"l\"> GraphEditis on lisatud kogu struktuuri miniatuuri toetamine, mis kuvatakse paremas alanurgas ja v\u00f5imaldab koheselt n\u00e4ha k\u00f5iki s\u00f5lmi.    <center><img decoding=\"async\" alt=\"Ava m\u00e4ngumootori Godot 3.3 v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Allikas: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55028\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 7 \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 3.3, \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":100023,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-100022","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\" 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