{"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":"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>P\u00e4rast 7 kuu arendust on avaldatud tasuta m\u00e4ngumootor Godot 3.3, mis on sobiv 2D ja 3D m\u00e4ngude loomiseks. Mootor toetab lihtsat m\u00e4nguloogika \u00fclesandekeelt, graafilist keskkonda m\u00e4ngude kujundamiseks, \u00fchekl\u00f5psuga m\u00e4ngude juurutamise s\u00fcsteemi, laialdasi animatsiooni ja f\u00fc\u00fcsika simuleerimise v\u00f5imalusi, integreeritud siluri ja j\u00f5udluse kitsaskohade tuvastamise s\u00fcsteemi. M\u00e4ngumootori, m\u00e4ngude kujunduskeskkonna ja seotud arendust\u00f6\u00f6riistade (f\u00fc\u00fcsikamootor, heliteenus, 2D\/3D renderdamise tagaplaanid jne) kood levitatakse MIT litsentsi alusel.       <\/p>\n<p>Mootori l\u00e4htekood vabanes 2014. aastal stuudio OKAM poolt p\u00e4rast k\u00fcmmet aastat professionaalse taseme \u00e4rilisest tootest arendamist, mida kasutati paljude m\u00e4ngude loomisel ja avaldamisel PC, m\u00e4ngukonsoolide ja mobiilseadmete jaoks. Mootor toetab k\u00f5iki populaarseid lauaarvuti ja mobiilplatvorme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), samuti m\u00e4ngude arendamist Webi jaoks. Valmis jooksutavad binaarsed kogumid on loodud Linuxi, Windowsi ja macOS-i jaoks.     <\/p>\n<p>Erinevas haru arendatakse uut renderdusse tagumist, mis p\u00f5hineb graafika API-l Vulkan, ja mis pakutakse j\u00e4rgmises Godot 4.0 v\u00e4ljaandes, asendades praegused renderdusse tagumise lahendused OpenGL ES 3.0 ja OpenGL 3.3 kaudu (OpenGL ES ja OpenGL toe tagamine j\u00e4\u00e4b alles, toetades vana OpenGL ES 2.0 \/ OpenGL 2.1 tagumist uue Vulkan-p\u00f5hise renderdamise arhitektuuri peal). \u00dcleminek Godot 3.x-lt Godot 4.0-le n\u00f5uab rakenduste \u00fcmbertegemist API tasandi \u00fchilduvuse katkemise t\u00f5ttu, kuid Godot 3.x haru jaoks tagatakse pikk toetamise ts\u00fckkel, mille kestus s\u00f5ltub rangest API kasutajate n\u00f5udlusest.       <\/p>\n<p> Godot 3.3 har t\u00e4ielikult \u00fchilduv Godot 3.2-ga ja j\u00e4tkab mootori stabiilsete v\u00e4ljalaskete arendamist, millele tagatakse pikaajaline tugi. Alguses oli plaanis v\u00e4lja anda uuendus 3.2.4, kuid versioone 3.2.x tajuti kasutajate poolt kui parandusi, hoolimata 4.0 harust uute v\u00f5imaluste portimisest, seet\u00f5ttu l\u00e4ks projekt \u00fcle klassikalisele semantilisele versioonimise skeemile. Eelk\u00f5ige t\u00e4histab n\u00fc\u00fcd kolmanda numbri uuendus ainult parandusi, teine - uue funktsionaalsuse lisamist ja esimene - muutuste olemasolu, mis m\u00f5jutavad \u00fchilduvust. Haru 3.x.x kaasneb paralleelselt 4.x.x-ga, kuni Godot 4.x on t\u00e4ielikult stabiliseeritud ja kohandatud kogu aktuaalse varustuse jaoks.    <\/p>\n<p>Godot 3.3 toob endaga kaasa j\u00e4rgmised uuendused:  <\/p>\n<ul>\n<li class=\"l\"> Valmistatud veebibrauseris t\u00f6\u00f6tav redigeerija variant.  <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on m\u00e4ngude eksportimise v\u00f5imalus Androidi platvormile AAB (Android App Bundle) formaadis, lisaks APK pakettidele. AAB formaat v\u00f5imaldab laadida alla ainult neid natiivseid teeke, mis on vajalikud seadme k\u00e4itamiseks (n\u00e4iteks armeabi-v7a v\u00f5i arm64-v8a). Androidi platvormile on samuti rakendatud Godoti mootori elementide integreerimise v\u00f5imalus rakendustes subkomponentide (subview) kujul, mis kasutavad akent. Samuti on lisatud toe jagamise alade jaoks (\u00fcmarusi ja kaameraga l\u00f5ike), hiire s\u00fcndmuste ja v\u00e4lise klaviatuuri sisenemise toe.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pakutud on uus API iOS-i platvormi pluginade koostamiseks ja levitamiseks, mis v\u00f5imaldab viia pluginad (ARKit, GameCenter, InAppStore) eraldi reposse ja arendada neid s\u00f5ltumatult Godoti mootori arendamisest. Varasemalt oli see API rakendatud Androidi platvormil.\n<li class=\"l\"> M\u00e4ngude eksportimise t\u00f6\u00f6riistu HTML5 platvormile on parendatud. Brauseris k\u00e4ivitatavate m\u00e4ngude jaoks on lisatud tugi mitme l\u00f5ime toele ja GDNative skriptidele, kuid HTML5 platvormi piirangute t\u00f5ttu on nende rakendamine \u00fchilduv ainult kohalike m\u00e4ngude variantidega. Lisaks on l\u00f5imede rakendamine seotud API SharedArrayBufferiga, mis ei ole k\u00f5igis brauserites saadaval. Pakutakse kolme eraldi eksportimise re\u017eiimi - Regular, Threads ja GDNative. Mitme l\u00f5ime profiil lisab t\u00e4iendava toe API AudioWorklet, mis v\u00f5imaldab saavutada kvaliteetsemat heliv\u00e4ljundit ilma p\u00f5hiprotsessi blokeerimiseta. Oluliselt on parendatud m\u00e4ngupultide ja virtuaalklaviatuuride tuge.        <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on m\u00e4ngude koostamise tugi uue Apple'i riistvara jaoks, millel on ARM M1 kiip. Lisatud on digitaalsete allkirjade kinnitamise tugi macOS-ile genereeritud t\u00e4itmisel.\n<li class=\"l\"> 4.0 harust on \u00fcle viidud uuendatud API mitme l\u00f5ime korraldamiseks, mis kasutab C++14 standardi v\u00f5imalusi, suurendatud t\u00f6\u00f6kindlust eri platvormidel ja optimeeritud j\u00f5udlust.\n<li class=\"l\"> 4.0 harust on \u00fcle viidud optimeerimine, mis kasutab BVH (Bounding Volume Hierarchy) struktuuri d\u00fcnaamiliseks ruumiliseks jagamiseks joonistamisel. BVH on n\u00fc\u00fcd vaikimisi ja lahendab paljusid j\u00f5udlusega seotud probleeme.\n<li class=\"l\"> Kasutusel on \u00fchtne 2D gruppimise (Batching, joonistamisv\u00e4ljundite v\u00e4hendamiseks objekti paiknemise arvestamine) rakendus, mida saab kasutada nii OpenGL ES 3 kui ka OpenGL ES 2 puhul. See optimeerimine h\u00f5lmab n\u00fc\u00fcd rohkem objekte, sealhulgas jooni ja palju nurki.\n<li class=\"l\"> Lisatud on uus valgustuskaardi koostamise t\u00f6\u00f6riist (lightmapper), mis rakendab tee j\u00e4lgimise meetodit ja toetab m\u00fcra v\u00e4hendamist oidn (Open Image Denoise) teegiga. Uus lightmapper kasutab arvutamiseks CPU-d ja lahendab enamik kvaliteediprobleeme, mis on seotud vana t\u00f6\u00f6tlusega. T\u00e4iendavalt on ette valmistatud GPU suure j\u00f5udlusega lightmapper, kuid see on seotud Vulkan API-ga ja ilmub ainult 4.0 harus.  <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Godot 4.0 harendan on \u00fcle toodud mitmeid renderdamisega seotud t\u00e4iustusi, sealhulgas kiire programmiline skinimine, optimeeritud varjatud 3D-objektide transformatsioonid, kohandatav valgustite arv iga objekti jaoks ning paranenud varjude joonistus 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=\"Vaata 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\u00fcsika simulatsiooni mootori erinevate t\u00fc\u00fcpi kokkup\u00f5rgete t\u00f6\u00f6tlemist on parendatud.\n<li class=\"l\"> Redaktorisse on lisatud t\u00e4ielikud v\u00f5imalused s\u00f5lmede kopeerimiseks ja kleepimiseks, mis v\u00f5imaldavad \u00fcle viia erinevate stseenide vahel.\n<li class=\"l\"> Kontrollere\u017eiimi on parendatud, kus on tagatud visuaalne esilet\u00f5stmine subressurssidele.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud tugi imporditud ressursside vaikehaldusseadete m\u00e4\u00e4ramiseks.  <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> 3D-redaktoris on parandatud kasutusmugavust, sealhulgas on lisatud l\u00f5pmatu d\u00fcnaamiline kolmem\u00f5\u00f5tmeline v\u00f5rk ja oluliselt parendatud p\u00f6\u00f6ramise ning valimise teostus gismo (koordinaatide telje n\u00e4idik) abil.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Grupit\u00f6\u00f6s on lisatud kaitse stseenide muutmise vastu, kui need on juba avatud teiste kasutajate poolt (hoiatust kuvatakse, kui salvestamise ajal leitakse uuemaid versioone avatud failidest).\n<li class=\"l\"> FBX-formaadist impordi toimet on parendatud.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lisatud on OpenXR plugina tugi, mis toetab samanimelist standardit virtuaal- ja liitreaalsuse rakenduste loomisel. HTML5 sadamasse, et luua virtuaalreaalsuse tehnoloogiate p\u00f5hjal m\u00e4nge, on lisatud WebXR spetsifikatsiooni toimet.    <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=\"Vaata 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\"> MP3-formaadis heli \u00fcleslaadimise ja esitamise tugi on lisatud (varem ei toetatud patendi t\u00f5ttu).\n<li class=\"l\"> GraphEditis on lisatud kogu struktuuri minikaardi tugi, mis kuvatakse paremas alanurgas ja v\u00f5imaldab kohe k\u00f5iki s\u00f5lmi \u00fcle vaadata.    <center><img decoding=\"async\" alt=\"Avatud m\u00e4ngumootori Godot 3.3 v\u00e4ljaandmine\" 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 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" 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