{"id":41273,"date":"2020-02-07T09:28:02","date_gmt":"2020-02-07T06:28:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/reliz-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-07T09:28:02","modified_gmt":"2020-02-07T06:28:02","slug":"reliz-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hr\/blog\/reliz-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Izdanje igre Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><a rel=\"nofollow\" href=\"https:\/\/www.linux.org.ru\/images\/18943\/original.gif\" itemprop=\"contentURL\"><br \/>\n      <img decoding=\"async\" alt=\"Izdanje igre Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/0527792d4845dbd742905c64b6cd3ee2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>    <\/a><\/p>\n<p><noindex>      <noindex><\/p>\n<p>NA ZAHTJEV RADNIKA! Preuzeto s openneta.<\/p>\n<p>Nakon 10 mjeseci razvoja objavljen je izdanak slobodnog game engine-a <a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Godot 3.2<\/a>, prikladan za izradu 2D i 3D igara. Motor podr\u017eava jednostavan jezik za u\u010denje za postavljanje logike igre, grafi\u010dko su\u010delje za dizajn igara, sustav za implementaciju igara jednim klikom, \u0161iroke mogu\u0107nosti animacije i simulacije fizi\u010dkih procesa, ugra\u0111eni debager i sustav za otkrivanje uskih grla u performansama. Izvorni kod game engine, dizajnerskog okru\u017eenja i povezanih razvojnih alata (fizi\u010dki motor, zvu\u010dni poslu\u017eitelj, backend 2D\/3D renderiranja itd.) distribuira se pod MIT licencom.<\/p>\n<p><\/noindex><\/p>\n<p>Izvorni kod engine-a otvoren je 2014. godine od strane studija OKAM, nakon deset godina razvoja vlasni\u010dkog proizvoda profesionalne razine, koji se koristio za izradu i objavljivanje mnogih igara za PC, gaming konzole i mobilne ure\u0111aje. Motor podr\u017eava sve popularne stolne 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 dostupni su za Linux, Windows i macOS.<\/p>\n<p>U odvojenoj grani razvija se novi backend renderiranja temeljen na grafi\u010dkom API-ju Vulkan, koji \u0107e biti ponu\u0111en u sljede\u0107em izdanju Godot 4.0, umjesto trenutno ponu\u0111enih backenda renderiranja kroz OpenGL ES 3.0 i OpenGL 3.3 (podr\u0161ka za OpenGL ES i OpenGL bit \u0107e zadr\u017eana kroz omogu\u0107avanje rada starog backenda OpenGL ES 2.0\/OpenGL 2.1 na novoj arhitekturi renderiranja temeljenoj na Vulkan-u). Prelazak s Godot 3.2 na Godot 4.0 zahtijevat \u0107e preradu aplikacija zbog povrede kompatibilnosti na razini API-ja, no za granu Godot 3.2 osigurat \u0107e se dugi ciklus podr\u0161ke, \u010dije trajanje \u0107e ovisiti o interesu korisnika za tu granu. Tako\u0111er se ne isklju\u010duje portiranje inovacija iz grane 4.x koje ne utje\u010du na stabilnost u me\u0111urezultate 3.2.x, poput podr\u0161ke za AOT kompilaciju, ARCore, DTLS i platformu iOS za projekte na C#.<\/p>\n<p>Glavne novosti Godot 3.2:<\/p>\n<ul>\n<li> Dodana je podr\u0161ka za virtualne stvarnosti grebena Oculus Quest, ostvarena putem dodatka za Android platformu. Za razvoj sustava pro\u0161irene stvarnosti za iOS dodana je podr\u0161ka za okvir ARKit. Za Android se razvija podr\u0161ka za okvir ARCore, no to jo\u0161 nije spremno i bit \u0107e uklju\u010deno u jednom od me\u0111urezultata 3.3.x;<\/noindex>\n<\/li>\n<li> Preure\u0111en je su\u010delje vizualnog ure\u0111iva\u010da shadera. Dodani su novi \u010dvorovi za izradu naprednijih shader-a. Za shadere koji se implementiraju klasi\u010dnim skriptama dodana je podr\u0161ka za konstante, nizove i modifikatore \u201evarying\u201c. Mnogi shader-i specifi\u010dni za backend OpenGL ES 3.0 portirani su za OpenGL ES 2.\n<\/li>\n<li> Podr\u0161ka za fizi\u010dki ispravno renderiranje materijala (PBR) uskla\u0111ena je sa mogu\u0107nostima novih PBR renderers-a poput Blender Eevee i Substance Designer, kako bi se osiguralo sli\u010dno prikazivanje scena u Godotu i kori\u0161tenim paketima 3D modeliranja;\n<\/li>\n<li> Optimizirane su razli\u010dite postavke renderiranja za pobolj\u0161anje performansi i pove\u0107anje kvalitete slike. Mnoge mogu\u0107nosti su preba\u010dene iz GLES3 u backend GLES3, uklju\u010duju\u0107i podr\u0161ku za metodu antialiasinga MSAA (Multisample anti-aliasing) i razli\u010dite efekte postprocesiranja (sjaj, DOF zamu\u0107enje i BCS);\n<\/li>\n<li> Dodana je potpuna podr\u0161ka za uvoz 3D scena i modela u formatu glTF 2.0 (GL Transmission Format) te je dodana po\u010detna podr\u0161ka za format FBX, koja omogu\u0107ava uvoz scena s animacijama iz Blendera, ali je jo\u0161 uvijek nespojiva s Mayom i 3ds Maxom. Dodana je podr\u0161ka za skinove kostura prilikom uvoza scena putem glTF 2.0 i FBX, omogu\u0107uju\u0107i kori\u0161tenje jednog kostura u vi\u0161e mre\u017ea. Rad na pobolj\u0161anju i stabilizaciji podr\u0161ke za glTF 2.0 obavljen je u suradnji s zajednicom programera Blendera, gdje \u0107e pobolj\u0161ana podr\u0161ka za glTF 2.0 biti predstavljena u izdanju 2.83;\n<\/li>\n<li> Mre\u017ene mogu\u0107nosti motora pro\u0161irene su podr\u0161kom za protokole WebRTC i WebSocket, kao i mogu\u0107no\u0161\u0107u kori\u0161tenja UDP-a u multicast modu. Dodan je API za kori\u0161tenje kriptografskih hash-eva i rad sa certifikatima. Dodano je grafi\u010dko su\u010delje za profiliranje mre\u017ene aktivnosti. Zapo\u010deo je rad na stvaranju porta Godota za WebAssembly\/HTML5, koji \u0107e omogu\u0107iti pokretanje ure\u0111iva\u010da u pregledniku putem Web-a;\n<\/li>\n<li> Preure\u0111en je plugin za Android platformu i sustav izvoza. Sada su za formiranje paketa za Android ponu\u0111ena dva odvojena sustava izvoza: jedan s unaprijed izgra\u0111enim motorom, a drugi omogu\u0107uje stvaranje vlastitih izradbi na temelju prilago\u0111enih opcija motora. Postavke vlastitih izradbi mogu se vr\u0161iti na razini Android plugina, bez ru\u010dne izmjene izvornog predlo\u0161ka;\n<\/li>\n<li> U ure\u0111iva\u010du je dodana podr\u0161ka za selektivno isklju\u010divanje pojedinih mogu\u0107nosti, na primjer, mogu\u0107e je ukloniti gumbe za pozivanje 3D ure\u0111iva\u010da, ure\u0111iva\u010da skripti, knji\u017enice resursa, \u010dvorova, panela, svojstava i drugih elemenata koji nisu potrebni developeru (skrivanje suvi\u0161nog zna\u010dajno pojednostavljuje su\u010delje);\n<\/li>\n<li> Dodana je osnovna podr\u0161ka za integraciju s sustavima za upravljanje izvorom i implementiran je dodatak za podr\u0161ku Git-u u ure\u0111iva\u010du;\n<\/li>\n<li> Omogu\u0107eno je predefiniranje kamere za pokrenutu igru kroz prozor u ure\u0111iva\u010du, \u0161to omogu\u0107ava procjenu razli\u010ditih na\u010dina u igri (slobodno gledanje, inspekcija \u010dvorova itd.);\n<\/li>\n<li> Predlo\u017eena je implementacija LSP (Language Server Protocol) poslu\u017eitelja za GDScript, koja omogu\u0107ava prijenos informacija o semantici GDScript-a i pravilima automatskog dovr\u0161avanja koda vanjskim ure\u0111iva\u010dima, kao \u0161to su VS Code dodatak i Atom;\n<\/li>\n<li> Unesena su brojna pobolj\u0161anja u ugra\u0111eni ure\u0111iva\u010d GDScript-a: dodana je mogu\u0107nost postavljanja oznaka na pozicijama u kodu, implementirana je minimap panel (za brzi pregled cijelog koda), pobolj\u0161ano je automatsko dovr\u0161avanje unosa, pro\u0161irene su mogu\u0107nosti vizualnog projektiranja skripti;\n<\/li>\n<li> Dodan je na\u010din izrade pseudo-3D igara, koji omogu\u0107uje kori\u0161tenje efekta dubine u dvodimenzionalnim igrama definiranjem vi\u0161e slojeva koji oblikuju fiktivnu perspektivu;\n<\/li>\n<li> U 2D ure\u0111iva\u010du vra\u0107ena je podr\u0161ka za atlase tekstura;\n<\/li>\n<li> U GUI-u moderniziran je proces postavljanja sidara i granica podru\u010dja;\n<\/li>\n<li> Za tekstualne podatke dodana je mogu\u0107nost pra\u0107enja promjena parametara efekata u stvarnom vremenu, osigurana je podr\u0161ka za BBCode oznake i mogu\u0107nost definiranja vlastitih efekata;\n<\/li>\n<li> Dodan je generator zvu\u010dnih tokova, koji omogu\u0107ava kreiranje zvu\u010dnih valova na temelju pojedina\u010dnih okvira i spektralnog analizatora;\n<\/li>\n<li> Pom\u0107u biblioteke V-HACD implementirana je mogu\u0107nost dekompozicije udubljenih mre\u017ea u precizne i pojednostavljene konveksne dijelove. Ova mogu\u0107nost zna\u010dajno pojednostavljuje generaciju oblika sudara za postoje\u0107e 3D mre\u017ee;\n<\/li>\n<li> Implementirana je mogu\u0107nost razvoja igre na jeziku C# koriste\u0107i Mono za platforme Android i WebAssembly (ranije je C# bio podr\u017ean za Linux, Windows i macOS). Na temelju Mono 6.6 implementirana je podr\u0161ka za C# 8.0. Za C# tako\u0111er je implementirana po\u010detna podr\u0161ka za unaprijednu kompilaciju (AOT, ahead-of-time), koja je dodana u kodnu bazu, ali jo\u0161 nije aktivirana (za WebAssembly se jo\u0161 koristi interpreter). Za ure\u0111ivanje koda C# omogu\u0107ena je povezanost s vanjskim ure\u0111iva\u010dima, kao \u0161to su MonoDevelop, Visual Studio for Mac i Jetbrains Rider;\n<\/li>\n<li> Zna\u010dajno je pro\u0161irena i pobolj\u0161ana dokumentacija. Objavljen je djelomi\u010dan prijevod dokumentacije na hrvatski jezik (preveden je uvodni vodi\u010d za po\u010detak rada).\n<\/li>\n<\/ul>\n<p><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Novost na web stranici Godot<\/a><\/p>\n<p><\/noindex><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/download\/linux\">Preuzmite najnoviju verziju<\/a><\/p>\n<p><\/noindex><\/p>\n<p>Izvor: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.linux.org.ru\/news\/opensource\/15512825\">linux.org.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u041e \u041f\u0420\u041e\u0421\u042c\u0411\u0410\u041c \u0422\u0420\u0423\u0414\u042f\u0429\u0418\u0425\u0421\u042f! \u0412\u0437\u044f\u0442\u043e \u0441 \u043e\u043f\u0435\u043d\u043d\u0435\u0442\u0430. \u041f\u043e\u0441\u043b\u0435 10 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 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[&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":41274,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-41273","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/prohoster.info\/hr\/blog\/reliz-igrovogo-dvizhka-godot-3-2\" \/>\n\t\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.4\" \/>\n\t\t<meta property=\"og:locale\" content=\"hr_HR\" \/>\n\t\t<meta property=\"og:site_name\" content=\"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 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