Sakin injin wasan buɗe ido Godot 3.4

Bayan watanni 6 na haɓakawa, an fitar da injin wasan kyauta Godot 3.4, wanda ya dace da ƙirƙirar wasannin 2D da 3D. Injin yana goyan bayan yaren dabaru na wasa mai sauƙi don koyo, yanayi mai hoto don ƙirar wasan, tsarin ƙaddamar da wasan danna sau ɗaya, babban raye-raye da damar kwaikwaya don tafiyar matakai na zahiri, ginanniyar ɓarna, da tsarin gano ƙwanƙolin aiki. . An rarraba lambar injin wasan, yanayin ƙirar wasan da kayan aikin haɓaka masu alaƙa (injin kimiyyar lissafi, sabar sauti, 2D/3D masu ba da baya, da sauransu) ƙarƙashin lasisin MIT.

An buɗe injin ɗin a cikin 2014 ta OKAM, bayan shekaru goma na haɓaka samfuri na ƙwararru wanda aka yi amfani da shi don ƙirƙira da buga wasanni da yawa don PC, consoles game da na'urorin hannu. Injin yana goyan bayan duk mashahurin dandamali na tebur da wayar hannu (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), gami da haɓaka wasan don Yanar gizo. An ƙirƙiri taron binaryar shirye-shiryen da za a gudanar don Linux, Windows da macOS.

Wani reshe na daban yana haɓaka sabon juzu'in juyawa dangane da Vulkan graphics API, wanda za'a bayar a cikin sakin Godot 4.0 na gaba, maimakon abin da ake bayarwa a halin yanzu ta hanyar OpenGL ES 3.0 da OpenGL 3.3 (goyon bayan OpenGL ES da OpenGL za su kasance. a kiyaye ta hanyar samar da tsohon OpenGL ES 2.0 backend/OpenGL 2.1 a saman sabon gine-gine na tushen Vulkan). Canji daga Godot 3.x zuwa Godot 4.0 zai buƙaci sake yin aiki na aikace-aikace saboda batutuwa masu dacewa a matakin API, amma reshen Godot 3.x zai sami dogon lokaci na tallafi, tsawon lokacin wanda zai dogara ne akan buƙatar API. tsananin ta masu amfani.

Godot 3.4 sananne ne don ƙarin sabbin abubuwa masu zuwa:

  • An sake yin gyare-gyaren ƙirar mai amfani don gyare-gyaren jigogi na ƙira, wanda aka aiwatar da tsarin gani don zaɓar kumburi kuma an ba da damar canza zane ba tare da barin yanayin samfoti ba.
  • An inganta haɓakawa ga edita don inganta amfani: an ƙara wani aiki don ɗaukar kayan aiki da sauri a cikin yanayin dubawa, an ba da izinin ƙirƙirar kumburi a cikin matsayi na sabani, an ƙara sabon ƙirar don fitar da samfuri, ƙarin ayyuka tare da gizmo. (tsarin ɗaure parallelepipeds) an aiwatar da shi, kuma an inganta editan motsin rai wanda ya danganta da masu lanƙwasa Bezier.
  • Ƙara yanayin jujjuyawa wanda ke ba ku damar soke duk canje-canjen yanayin da ya faru ta hanyar amfani da motsin rai ta cikin AnimationPlayer lokaci guda, maimakon gyara kowane canjin kadara daban-daban.
  • An ƙara wani zaɓi zuwa saitunan don canza matakin zuƙowa na tashar kallon 2D, wanda, alal misali, za a iya amfani da shi don ƙarawa ko rage abubuwan 2D, ba tare da la'akari da yanayin shimfiɗa na yanzu ba.
  • API ɗin Fayil ya ƙara ikon yin aiki tare da fayiloli (ciki har da PCK) waɗanda girmansu ya wuce 2 GB.
  • Haɗe da canje-canje don haɓaka santsi ta hanyar ƙididdige canje-canje a cikin firam ɗin ba tare da an ɗaure su da mai ƙidayar lokaci ba da magance matsalolin aiki tare yayin amfani da vsync.
  • Tsarin shigar da shigar da InputEvents ya ƙara goyan baya don ɗaure ga lambobin sikandire waɗanda ke nuna jigon maɓalli na zahiri akan madannai, ba tare da la’akari da tsarin aiki ba (misali, maɓallan WASD a cikin shimfidar QWERTY za a yi taswira ta atomatik zuwa maɓallan ZQSD akan Faransanci. AZERTY layout).
  • Ƙara abubuwan musaya na AESContext da HMACContext don samun dama daga rubutun zuwa AES-ECB, AES-CBC da HMAC ɓoyayyun algorithms. Hakanan an ƙara shine ikon adanawa da karanta maɓallan jama'a na RSA don ƙirƙira da tabbatar da sa hannun dijital.
  • An ƙara goyan baya na farko zuwa injin maƙalli don dakatar da yin abubuwan da ke cikin mayar da hankali ga kyamara amma ba a iya gani ba saboda rufewar wasu abubuwa (misali, bayan bango). Raster (matakin-pixel) rufewar occlusion za a aiwatar da shi ne kawai a cikin reshen Godot 4, yayin da Godot 3 ya haɗa da wasu dabarun yankan lissafi don abin da ya mamaye abubuwa da goyan bayan rufewar tashar.
  • An ƙara sabon ACES Fitted hanyar toning wanda ke ba da damar haɓaka gaskiyar gaske da daidaito ta zahiri ta ƙara bambance-bambancen abubuwa masu haske.
    Sakin injin wasan buɗe ido Godot 3.4
  • Ƙarin tallafi don sifofin fitar da barbashi na 3D azaman zobba ko fatun silinda.
  • A cikin injin siminti na tsarin jiki, aikin samar da abubuwa masu kama da juna daga raga an inganta sosai kuma an sake fasalin yanayin sa ido na karo a cikin dubawar dubawa. Don injin kimiyyar lissafi na 2D, an ƙara goyan baya ga tsarin Bonding Volume Hierarchy (BVH) don rarrabuwar sararin samaniya. Injin kimiyyar lissafi na 3D yanzu yana goyan bayan aikin HeightMapShapeSW kuma yana ƙara kayan aikin aiki tare da KinematicBody3D.
  • An ƙara ikon fitar da al'amuran 3D a tsarin glTF, alal misali, don buɗe raga da aka shirya cikin Godot a cikin Blender.
  • Ƙara goyon baya don yanayin matsawa hoton WebP mara asara, wanda yanzu ana amfani dashi ta tsohuwa don matsawa rubutu maimakon tsarin PNG.
  • Tashar tashar jiragen ruwa ta dandamalin Android tana ƙara tallafi na farko don API ɗin Ma'ajiyar Wuta da sabuwar hanya don zazzage ƙarin albarkatu (Bayar da Kaddara) don fayilolin aiwatarwa a cikin tsarin AAB (Android App Bundle).
  • Don dandamali na HTML5, an aiwatar da ikon shigarwa ta hanyar PWA (Progressive Web Apps) aikace-aikacen, an ƙara ƙirar JavaScriptObject don hulɗa tsakanin Godot da JavaScript (misali, kuna iya kiran hanyoyin JavaScript daga rubutun Godot). An aiwatar da tallafin AudioWorklet don taruka masu zaren yawa.
  • Don dandamali na macOS, an ƙara goyan bayan tsarin akan guntun Apple Silicon (M1).

source: budenet.ru

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