{"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\/hr\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Izdanje otvorenog igra\u0107eg motora Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Nakon 7 mjeseci razvoja, objavljena je verzija slobodnog igre enginea Godot 3.3, pogodnog za izradu 2D i 3D igara. Engine podr\u017eava jednostavan jezik za pisanje logike igre, grafi\u010dko okru\u017eenje za dizajn igara, sustav za jednim klikom implementacije igara, \u0161iroke mogu\u0107nosti animacije i simulacije fizi\u010dkih procesa, ugra\u0111eni debager i sustav za otkrivanje uskih grla u performansama. Izvorni kod igre enginea, okru\u017eenja za dizajn igara i prate\u0107ih alata za razvoj (fizi\u010dki engine, zvu\u010dni poslu\u017eitelj, backendovi za 2D\/3D renderiranje itd.) raspodijeljuju se pod MIT licencom.       <\/p>\n<p>Izvornik koda enginea otvoren je 2014. godine od strane studija OKAM, nakon deset godina razvoja ekskluzivnog proizvoda profesionalne razine koji je kori\u0161ten za izradu i objavljivanje mnogih igara za PC, konzole i mobilne ure\u0111aje. Engine podr\u017eava sve popularne stacionarne i mobilne platforme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), kao i razvoj igara za Web. Gotovi binarni paketi su formirani za Linux, Windows i macOS.     <\/p>\n<p>U odvojenoj grani razvija se novi backend za renderiranje na temelju grafi\u010dkog API-ja Vulkan, koji \u0107e biti ponu\u0111en u sljede\u0107em izdanju Godot 4.0, umjesto sada\u0161njih backendova za renderiranje putem OpenGL ES 3.0 i OpenGL 3.3 (podr\u0161ka za OpenGL ES i OpenGL bit \u0107e sa\u010duvana putem omogu\u0107avanja rada starog backend-a OpenGL ES 2.0\/OpenGL 2.1 na novoj arhitekturi renderiranja temeljenoj na Vulkan-u). Prijelaz s Godot 3.x na Godot 4.0 zahtijevat \u0107e prepravku aplikacija zbog prekida kompatibilnosti na razini API-ja, no za granu Godot 3.x bit \u0107e osiguran dugotrajni ciklus podr\u0161ke, \u010diji \u0107e rok ovisiti o potra\u017enji korisnika prema strogoj API podr\u0161ci.       <\/p>\n<p> Grana Godot 3.3 potpuno je kompatibilna s Godot 3.2 i nastavlja razvoj stabilnih izdanja enginea, za koja \u0107e biti osigurana dugotrajna podr\u0161ka. Prvotno je umjesto Godot 3.3 bilo planirano izdavanje a\u017euriranja 3.2.4, ali su korisnici percepirali verzije 3.2.x kao ispravke, unato\u010d preno\u0161enju novih mogu\u0107nosti iz grane 4.0, stoga je projekt pre\u0161ao na klasi\u010dni sustav semanti\u010dkog verzioniranja. Konkretno, a\u017euriranje tre\u0107e znamenke sada \u0107e ozna\u010davati prisutnost samo ispravaka, dok \u0107e druga uklju\u010divati novu funkcionalnost, a prva \u0107e ozna\u010diti promjene koje utje\u010du na kompatibilnost. Grana 3.x.x bit \u0107e podr\u017eana paralelno s 4.x.x sve dok Godot 4.x ne bude potpuno stabiliziran i prilago\u0111en za svu aktualnu opremu.    <\/p>\n<p>Godot 3.3 isti\u010de se dodavanjem sljede\u0107ih noviteta:  <\/p>\n<ul>\n<li class=\"l\"> Pripremljena je verzija ure\u0111iva\u010da koja radi u web pregledniku.  <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je mogu\u0107nost izvoza igara za platformu Android u formatu AAB (Android App Bundle), uz APK pakete. Format AAB omogu\u0107ava preuzimanje samo onih nativnihbiblioteka koje su potrebne za rad na trenutnom ure\u0111aju (na primjer, armeabi-v7a ili arm64-v8a). Za platformu Android je tako\u0111er implementirana mogu\u0107nost ugra\u0111ivanja u aplikacije elemenata temeljenih na motoru Godot u obliku podkomponenata (subview) koje koriste dio prozora. Tako\u0111er je dodana podr\u0161ka za slijepe zone ekrana (zaobljenja i udubine za kameru), doga\u0111aje mi\u0161a i unos s vanjske tipkovnice.    <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Predlo\u017een je novi API za izradu i distribuciju dodataka za platformu iOS, koji omogu\u0107ava izdvajanje dodataka (ARKit, GameCenter, InAppStore) u zasebni repozitorij i razvoj neovisno o motoru Godot. Ovaj API je ranije implementiran za platformu Android.\n<li class=\"l\"> Pobolj\u0161ani su alati za izvoz igara za Web (HTML5 platforma). Za igre koje se pokre\u0107u u pregledniku dodana je podr\u0161ka za vi\u0161edretveno programiranje i GDNative skripte, ali zbog ograni\u010denja HTML5 platforme njihova implementacija nije kompatibilna s varijantama za nativne igre. Osim toga, implementacija dretvi vezana je za API SharedArrayBuffer, koji nije dostupan u svim preglednicima. Pru\u017eena su tri odvojena na\u010dina izvoza \u2014 Regular, Threads i GDNative. U vi\u0161edretvenom profilu dodatno je dodana podr\u0161ka za API AudioWorklet, \u0161to omogu\u0107ava kvalitetniji izlaz zvuka bez blokiranja glavnog toka. Znatno je pobolj\u0161ana podr\u0161ka za gamepadove i virtualne tipkovnice.        <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana podr\u0161ka za izradu igara za novu Apple opremu s ARM M1 \u010dipom. Dodana je podr\u0161ka za pridavanje digitalnih potpisa izvr\u0161nim datotekama generiranim za macOS.\n<li class=\"l\"> Iz grane 4.0 preba\u010den je unaprije\u0111eni API za organizaciju vi\u0161edretvenosti, koriste\u0107i mogu\u0107nosti C++14 standarda, pove\u0107ana je pouzdanost rada na razli\u010ditim platformama i optimizirane su performanse.\n<li class=\"l\"> Iz grane 4.0 prenesena je optimizacija koja koristi BVH (Bounding Volume Hierarchy) umjesto Octree metode za dinami\u010dko prostorno dijeljenje tijekom renderiranja. BVH se sada koristi prema zadanim postavkama i rje\u0161ava mnoge probleme s performansama.\n<li class=\"l\"> Uvedena je ujedna\u010dena implementacija 2D batchinga (Batching, optimizacija za smanjenje poziva za renderiranje uzimaju\u0107i u obzir me\u0111usobni polo\u017eaj objekata), koja se mo\u017ee koristiti i za OpenGL ES 3 i za OpenGL ES 2. Sama optimizacija sada pokriva vi\u0161e objekata, uklju\u010duju\u0107i linije i poligone.\n<li class=\"l\"> Dodana je nova svjetlosna mapa (lightmapper) koja primjenjuje metodu pra\u0107enja putanje i podr\u017eava suzbijanje \u0161uma putem oidn (Open Image Denoise) biblioteke. Novi lightmapper koristi CPU za izra\u010dune i rje\u0161ava ve\u0107inu problema s kvalitetom povezanih sa starim procesorom. Dodatno je pripremljena verzija lightmapper-a koja koristi GPU, ali je vezana uz Vulkan API i pojavit \u0107e se samo u grani 4.0.  <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Mnoge pobolj\u0161anja vezana uz renderiranje preuzeta su iz Godot 4.0, uklju\u010duju\u0107i brzu softversku skinu, optimizirane transformacije skrivenih 3D objekata, prilagodljiv broj izvora svjetlosti za svaki objekt i pobolj\u0161ano prikazivanje sjena putem PCF filtra.      <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=\"Pogledajte 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\"> U fizi\u010dkom simulacijskom motoru pobolj\u0161ana je obrada razli\u010ditih vrsta sudara.\n<li class=\"l\"> U editor je dodana puna funkcionalnost za kopiranje i lijepljenje \u010dvorova, omogu\u0107uju\u0107i premje\u0161tanje izme\u0111u razli\u010ditih scena.\n<li class=\"l\"> Pobolj\u0161an je na\u010din inspekcije, osiguravaju\u0107i vizualno isticanje podresursa.    <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je podr\u0161ka za postavljanje zadatih postavki za uvezene resurse.  <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Rad je obavljen na pobolj\u0161anju korisni\u010dkog iskustva u 3D editoru, uklju\u010duju\u0107i beskona\u010dnu dinami\u010dku trodimenzionalnu mre\u017eu i znatno pobolj\u0161anu implementaciju rotacije i odabira pomo\u0107u gizmo-a (indikator osi koordinata).    <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> U alatima za grupni rad dodana je za\u0161tita od izmjena scena koje su ve\u0107 otvorili drugi korisnici (prikazuje se upozorenje ako se prilikom spremanja otkriju novije verzije otvorenih datoteka).\n<li class=\"l\"> Pobolj\u0161an je uvoz iz datoteka u FBX formatu.    <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je OpenXR ekstenzija koja podr\u017eava istoimeni standard za stvaranje aplikacija virtualne i pro\u0161irene stvarnosti. U HTML5 port za izradu igara temeljenih na tehnologijama virtualne stvarnosti dodana je podr\u0161ka za WebXR specifikaciju.    <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=\"Pogledajte 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\"> Dodana je podr\u0161ka za u\u010ditavanje i reprodukciju zvuka u MP3 formatu (ranije nije podr\u017eavan zbog patenata).\n<li class=\"l\"> U GraphEdit je dodana podr\u0161ka za mini-mapu cijele strukture (minimap), koja se prikazuje u donjem desnom kutu i omogu\u0107uje brzi pregled svih \u010dvorova.    <center><img decoding=\"async\" alt=\"Izdanje otvorenog igra\u0107eg motora Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Izvor: <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 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\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 5.0.4 - aioseo.com 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