{"id":107043,"date":"2023-03-02T12:48:28","date_gmt":"2023-03-02T10:48:40","guid":{"rendered":"https:\/\/prohoster.info\/?p=107043"},"modified":"2023-03-03T23:49:34","modified_gmt":"2023-03-03T21:49:34","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hu\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>N\u00e9gy \u00e9v fejleszt\u00e9s ut\u00e1n megjelent a Godot 4.0 szabad j\u00e1t\u00e9kmotor, amely alkalmas 2D \u00e9s 3D j\u00e1t\u00e9kok l\u00e9trehoz\u00e1s\u00e1ra. A motor egy k\u00f6nnyen tanulhat\u00f3 j\u00e1t\u00e9kelm\u00e9leti nyelvet, grafikai tervez\u0151fel\u00fcletet, egy kattint\u00e1ssal t\u00f6rt\u00e9n\u0151 j\u00e1t\u00e9kkiad\u00e1si rendszert, sz\u00e9lesk\u00f6r\u0171 anim\u00e1ci\u00f3s \u00e9s fizikai szimul\u00e1ci\u00f3s lehet\u0151s\u00e9geket, be\u00e9p\u00edtett hibakeres\u0151t \u00e9s a teljes\u00edtm\u00e9ny sz\u0171k keresztmetszeteinek felt\u00e1r\u00e1si rendszer\u00e9t t\u00e1mogatja. A j\u00e1t\u00e9kmotor, a j\u00e1t\u00e9ktervez\u0151 k\u00f6rnyezet \u00e9s a kapcsol\u00f3d\u00f3 fejleszt\u0151i eszk\u00f6z\u00f6k (fizikai motor, hangszolg\u00e1ltat\u00f3, 2D\/3D renderel\u00e9si backend stb.) MIT licenc alatt \u00e9rhet\u0151k el.     <\/p>\n<p>A motor forr\u00e1sk\u00f3djait 2014-ben az OKAM st\u00fadi\u00f3 nyitotta meg, t\u00edz \u00e9vnyi professzion\u00e1lis, saj\u00e1t term\u00e9k fejl\u0151d\u00e9se ut\u00e1n, amelyet sz\u00e1mos PC, j\u00e1t\u00e9kkonzol \u00e9s mobil eszk\u00f6z j\u00e1t\u00e9k\u00e1nak l\u00e9trehoz\u00e1s\u00e1ra \u00e9s kiad\u00e1s\u00e1ra haszn\u00e1ltak. A motor t\u00e1mogatja az \u00f6sszes n\u00e9pszer\u0171 \u00e1ll\u00f3 \u00e9s mobil platformot (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), valamint lehet\u0151v\u00e9 teszi a j\u00e1t\u00e9kok webes fejleszt\u00e9s\u00e9t. A futtat\u00e1sra k\u00e9sz bin\u00e1ris csomagok Linuxra, Androidra, Windowsra \u00e9s macOS-ra k\u00e9sz\u00fcltek.       <\/p>\n<p>A Godot 4.0 \u00e1gb\u00f3l k\u00f6r\u00fclbel\u00fcl 12 ezer v\u00e1ltoztat\u00e1s ker\u00fclt be, \u00e9s 7 ezer hib\u00e1t jav\u00edtottak ki. A motor fejleszt\u00e9s\u00e9ben \u00e9s a dokument\u00e1ci\u00f3 \u00edr\u00e1s\u00e1ban k\u00f6r\u00fclbel\u00fcl 1500 ember vett r\u00e9szt. A kulcsfontoss\u00e1g\u00fa v\u00e1ltoz\u00e1sok k\u00f6z\u00f6tt szerepel:  <\/p>\n<ul>\n<li class=\"l\"> K\u00e9t \u00faj renderel\u00e9si backend (klaszterezett \u00e9s mobil) ker\u00fclt javaslatra a Vulkan grafikai API alapjain, amelyek helyettes\u00edtik az OpenGL ES \u00e9s OpenGL alap\u00fa renderel\u00e9si backendeeket. R\u00e9gi \u00e9s gyenge teljes\u00edtm\u00e9ny\u0171 eszk\u00f6z\u00f6k sz\u00e1m\u00e1ra egy OpenGL alap\u00fa kompatibilit\u00e1si backend integr\u00e1l\u00e1sa t\u00f6rt\u00e9nt meg, amely \u00faj renderel\u00e9si architekt\u00far\u00e1t haszn\u00e1l. Az alacsonyabb felbont\u00e1s\u00fa dinamikus renderel\u00e9shez az AMD FSR (FidelityFX Super Resolution) szupermintav\u00e9telez\u00e9si technol\u00f3gi\u00e1ja ker\u00fclt bevezet\u00e9sre, amely t\u00e9rbeli nagy\u00edt\u00e1si \u00e9s r\u00e9szletrekonstrukci\u00f3s algoritmusokat alkalmaz a k\u00e9pmin\u0151s\u00e9g cs\u00f6kken\u00e9s\u00e9nek minimaliz\u00e1l\u00e1s\u00e1ra nagyobb felbont\u00e1sra val\u00f3 felnagy\u00edt\u00e1skor. A Direct3D 12 alap\u00fa renderel\u00e9si motor is megval\u00f3sult, amely jav\u00edtja a Windows \u00e9s Xbox platformok t\u00e1mogat\u00e1s\u00e1t.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj lehet\u0151s\u00e9g ker\u00fclt hozz\u00e1ad\u00e1sra a t\u00f6bbablakos m\u00f3dban val\u00f3 munkav\u00e9gz\u00e9sre (k\u00fcl\u00f6nb\u00f6z\u0151 panelek \u00e9s az interf\u00e9sz r\u00e9szei lev\u00e1laszthat\u00f3k k\u00fcl\u00f6n ablakok form\u00e1j\u00e1ban).    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj felhaszn\u00e1l\u00f3i fel\u00fclet-szerkeszt\u0151 \u00e9s \u00faj vizu\u00e1lis tervez\u0151 widget ker\u00fclt hozz\u00e1ad\u00e1sra.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj t\u00e9ma-k\u00e9sz\u00edt\u0151 szerkeszt\u0151 ker\u00fclt bevezet\u00e9sre.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Teljesen \u00e1t\u00edrt\u00e1k a f\u00e9ny- \u00e9s \u00e1rny\u00e9kgazd\u00e1lkod\u00e1si rendszert, amely a val\u00f3s idej\u0171 glob\u00e1lis vil\u00e1g\u00edt\u00e1si technol\u00f3gi\u00e1t, az SDFGI-t (Signed Distance Field Global Illumination) alkalmazza. Az \u00e1rny\u00e9krajzol\u00e1s min\u0151s\u00e9ge jelent\u0151sen javult.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">A GIProbe csom\u00f3pontot, amely a sz\u00ednpad f\u00e9nyvisszaver\u0151d\u00e9s\u00e9t t\u00f6lti ki, lecser\u00e9lt\u00e9k a VoxelGI csom\u00f3pontj\u00e1ra, amely a kis vagy k\u00f6zepes bels\u0151 terek vil\u00e1g\u00edt\u00e1s\u00e1nak val\u00f3s idej\u0171 feldolgoz\u00e1s\u00e1ra optimaliz\u00e1lt. Az alacsony teljes\u00edtm\u00e9ny\u0171 berendez\u00e9sek sz\u00e1m\u00e1ra lehet\u0151s\u00e9g maradt a f\u00e9ny \u00e9s \u00e1rny\u00e9k el\u0151zetes renderel\u00e9s\u00e9re vil\u00e1g\u00edt\u00f3 t\u00e9rk\u00e9pek seg\u00edts\u00e9g\u00e9vel, amelynek gyors\u00edt\u00e1s\u00e1ra most a GPU-t is felhaszn\u00e1lj\u00e1k.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj renderel\u00e9si optimaliz\u00e1l\u00e1si technik\u00e1k ker\u00fcltek bevezet\u00e9sre. Automatikus elhalv\u00e1ny\u00edt\u00f3 v\u00e1g\u00e1s (occlusion culling) ker\u00fclt hozz\u00e1ad\u00e1sra, amely dinamikusan meghat\u00e1rozza \u00e9s elt\u00e1vol\u00edtja a m\u00e1s fel\u00fcletek m\u00f6g\u00f6tt rejt\u0151z\u0151 modelleket a renderel\u00e9si teljes\u00edtm\u00e9ny n\u00f6vel\u00e9se \u00e9s a CPU \u00e9s GPU terhel\u00e9s\u00e9nek cs\u00f6kkent\u00e9se \u00e9rdek\u00e9ben.  <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> SSIL (Screen Space Indirect Lighting) m\u00f3d ker\u00fclt bevezet\u00e9sre, amely lehet\u0151v\u00e9 teszi a renderel\u00e9s min\u0151s\u00e9g\u00e9nek jav\u00edt\u00e1s\u00e1t nagy teljes\u00edtm\u00e9ny\u0171 felszerel\u00e9seken a s\u00f6t\u00e9t ter\u00fcletek \u00e9s a k\u00f6zvetett vil\u00e1g\u00edt\u00e1s jobb kezel\u00e9s\u00e9vel. Ezenk\u00edv\u00fcl tov\u00e1bbi be\u00e1ll\u00edt\u00e1sok \u00e1llnak rendelkez\u00e9sre a k\u00f6zvetett f\u00e9ny sz\u00f3r\u00e1s\u00e1nak szimul\u00e1l\u00e1s\u00e1ra az SSAO (Screen Space Ambient Occlusion) technika seg\u00edts\u00e9g\u00e9vel, p\u00e9ld\u00e1ul a k\u00f6zvetlen f\u00e9ny hat\u00e1s\u00e1nak szintj\u00e9nek kiv\u00e1laszt\u00e1sa.\n<li class=\"l\"> Realisztikus vil\u00e1g\u00edt\u00e1si egys\u00e9gek ker\u00fcltek javaslatra, amelyek lehet\u0151v\u00e9 teszik a f\u00e9ny intenzit\u00e1s\u00e1nak szab\u00e1lyoz\u00e1s\u00e1t, \u00e9s a f\u00e9nyer\u0151ss\u00e9g kezel\u00e9s\u00e9hez a kamera be\u00e1ll\u00edt\u00e1sait, mint p\u00e9ld\u00e1ul a rekesz, z\u00e1rid\u0151 \u00e9s ISO haszn\u00e1lat\u00e1t.\n<li class=\"l\"> \u00daj szintszerkeszt\u0151 eszk\u00f6z\u00f6k ker\u00fcltek hozz\u00e1ad\u00e1sra k\u00e9tdimenzi\u00f3s j\u00e1t\u00e9kokhoz. Radik\u00e1lis v\u00e1ltoztat\u00e1sok t\u00f6rt\u00e9ntek a 2D-j\u00e1t\u00e9kok fejleszt\u00e9si folyamat\u00e1ban. Bevezett\u00fck az \u00faj tilemap szerkeszt\u0151t, amely t\u00e1mogatja a r\u00e9tegeket, a t\u00e1j kit\u00f6lt\u00e9s\u00e9t, a n\u00f6v\u00e9nyek, k\u00f6vek \u00e9s k\u00fcl\u00f6nb\u00f6z\u0151 objektumok v\u00e9letlenszer\u0171 elhelyez\u00e9s\u00e9t, valamint a rugalmas objektumkiv\u00e1laszt\u00e1st. Egys\u00e9ges\u00edtett\u00fck a tilemap-ek \u00e9s a t\u00e9rk\u00e9p\u00e9p\u00edt\u0151 fragementek (tileset) haszn\u00e1lat\u00e1t. Automatikus fragmentb\u0151v\u00edt\u00e9st biztos\u00edtunk a szomsz\u00e9dos fragmentek k\u00f6z\u00f6tti r\u00e9sek elker\u00fcl\u00e9s\u00e9re. \u00daj objektumelhelyez\u0151 funkci\u00f3 ker\u00fclt bevezet\u00e9sre a sz\u00ednt\u00e9rre, amely p\u00e9ld\u00e1ul felhaszn\u00e1lhat\u00f3 karakterek hozz\u00e1ad\u00e1s\u00e1ra a tile h\u00e1l\u00f3 cell\u00e1iba.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/03-2d-tilemap-editor.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> 2D-rendert\u00e9ssel megval\u00f3s\u00edtottuk a v\u00e1szoncsoportok haszn\u00e1lat\u00e1nak lehet\u0151s\u00e9g\u00e9t, amelyek lehet\u0151v\u00e9 teszik a fed\u0151 elemek \u00f6sszeolvaszt\u00e1s\u00e1t. P\u00e9ld\u00e1ul t\u00f6bb sprite egyes\u00edthet\u0151 \u00e9s \u00f6sszekeverhet\u0151 a h\u00e1tt\u00e9rrel, mintha ezek a sprite-ok egyetlen elem lenn\u00e9nek. Bevezet\u00e9sre ker\u00fclt a Clip Children tulajdons\u00e1g, amely lehet\u0151v\u00e9 teszi b\u00e1rmely 2D-elem maszkk\u00e9nt val\u00f3 haszn\u00e1lat\u00e1t. A 2D-motorhoz hozz\u00e1adtuk azt az opci\u00f3t, amely lehet\u0151v\u00e9 teszi a MSAA (Multisample Anti-Aliasing) sim\u00edt\u00e1si m\u00f3dszer haszn\u00e1lat\u00e1t a k\u00e9pek min\u0151s\u00e9g\u00e9nek jav\u00edt\u00e1sa \u00e9s sim\u00e1bb sz\u00e9lek l\u00e9trehoz\u00e1sa \u00e9rdek\u00e9ben.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jav\u00edtottunk a vil\u00e1g\u00edt\u00e1ssal \u00e9s \u00e1rny\u00e9kokkal val\u00f3 munk\u00e1n a 2D-j\u00e1t\u00e9kokban. Jelent\u0151sen n\u0151tt a teljes\u00edtm\u00e9ny t\u00f6bb f\u00e9nyforr\u00e1s egyidej\u0171 haszn\u00e1latakor. Lehet\u0151s\u00e9g ny\u00edlt a h\u00e1romdimenzionalit\u00e1s szimul\u00e1l\u00e1s\u00e1ra a norm\u00e1l t\u00e9rk\u00e9peken l\u00e9v\u0151 vil\u00e1g\u00edt\u00e1si szint v\u00e1ltoztat\u00e1s\u00e1val, valamint olyan vizu\u00e1lis effektusok, mint a hossz\u00fa \u00e1rny\u00e9kok, f\u00e9nygy\u0171r\u0171k \u00e9s \u00e9les kont\u00farok l\u00e9trehoz\u00e1s\u00e1ra.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Hozz\u00e1adtunk egy volumetrikus k\u00f6d effektust, amely id\u0151beli re-projekci\u00f3n alapul a realisztikus megjelen\u00e9s \u00e9s a magas teljes\u00edtm\u00e9ny el\u00e9r\u00e9se \u00e9rdek\u00e9ben.      <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Felh\u0151\u00e1rny\u00e9kol\u00f3 shaderek ker\u00fcltek bevezet\u00e9sre, amelyek lehet\u0151v\u00e9 teszik a felh\u0151k dinamikus gener\u00e1l\u00e1s\u00e1t, amelyek val\u00f3s id\u0151ben v\u00e1ltoznak.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Megval\u00f3s\u00edtottuk a \"decal\" t\u00e1mogat\u00e1s\u00e1t, a fel\u00fcletre t\u00f6rt\u00e9n\u0151 anyagprojekci\u00f3 m\u00f3dszer\u00e9t.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-decals.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Egy, az eg\u00e9sz j\u00e1t\u00e9kteret \u00e9rint\u0151 r\u00e9szecskealap\u00fa effektusokat hoztunk l\u00e9tre, amelyek GPU-t haszn\u00e1lnak \u00e9s t\u00e1mogatj\u00e1k az vonz\u00f3kat, \u00fctk\u00f6z\u00e9seket, cs\u00f3v\u00e1kat \u00e9s kibocs\u00e1t\u00f3kat.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-particle-trails.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Kib\u0151v\u00edtett\u00fck az interf\u00e9sz lehet\u0151s\u00e9geit a shaderek vizu\u00e1lis szerkeszt\u00e9s\u00e9re.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> B\u0151v\u00fclt a shader nyelv, amelyben megjelent a strukt\u00far\u00e1k, a preprocesszor makr\u00f3k, a shader substit\u00faci\u00f3 (include oper\u00e1tor), az egys\u00e9ges\u00edtett t\u00f6mb\u00f6k \u00e9s a \"varying\" haszn\u00e1lat\u00e1nak t\u00e1mogat\u00e1sa az adat\u00e1tvitelhez a fragmentumfeldolgoz\u00f3b\u00f3l a vil\u00e1g\u00edt\u00e1si feldolgoz\u00f3ba.\n<li class=\"l\"> Lehet\u0151s\u00e9g ny\u00edlt sz\u00e1m\u00edt\u00e1si shaderek alkalmaz\u00e1s\u00e1ra, amelyek a GPU-t haszn\u00e1lj\u00e1k az algoritmusok felgyors\u00edt\u00e1s\u00e1ra.\n<li class=\"l\"> A GDScript szkript nyelvben jav\u00edtott\u00e1k a statikus t\u00edpusellen\u0151rz\u00e9s rendszer\u00e9t, \u00faj szintaxis ker\u00fclt bevezet\u00e9sre a tulajdons\u00e1gok defini\u00e1l\u00e1s\u00e1ra, \u00faj kulcsszavakat, mint az await \u00e9s a super, adtak hozz\u00e1, megval\u00f3s\u00edtott\u00e1k a map\/reduce m\u0171veleteket, bevezet\u00e9sre ker\u00fclt egy \u00faj annot\u00e1ci\u00f3s rendszer, lehet\u0151v\u00e9 v\u00e1lt a unicode karakterek haszn\u00e1lata a v\u00e1ltoz\u00f3k \u00e9s a f\u00fcggv\u00e9nyek neveiben. Egy automatikus dokument\u00e1ci\u00f3gener\u00e1l\u00f3 eszk\u00f6zt is hoztak l\u00e9tre. N\u00f6velt\u00e9k a GDScript runtime teljes\u00edtm\u00e9ny\u00e9t \u00e9s stabilit\u00e1s\u00e1t. A fejleszt\u0151i k\u00f6rnyezetben lehet\u0151s\u00e9g ny\u00edlik t\u00f6bb hiba azonnali megjelen\u00edt\u00e9s\u00e9re, \u00faj figyelmeztet\u00e9sek ker\u00fcltek bevezet\u00e9sre tipikus probl\u00e9m\u00e1kra.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A C# nyelven a j\u00e1t\u00e9klogika fejleszt\u00e9si lehet\u0151s\u00e9gei b\u0151v\u00fcltek. T\u00e1mogatt\u00e1k a .NET 6 platformot \u00e9s a C# 10 nyelvet. A sk\u00e1l\u00e1ris \u00e9rt\u00e9kekhez 64 bites t\u00edpusokat alkalmaztak. Sok API-t \u00e1t\u00e1ll\u00edtottak int \u00e9s float t\u00edpusokr\u00f3l long \u00e9s double t\u00edpusokra. Lehet\u0151s\u00e9g ny\u00edlt jelek defini\u00e1l\u00e1s\u00e1ra C# esem\u00e9nyform\u00e1j\u00e1ban. Bevezett\u00e9k a GDExtensions kiterjeszt\u00e9sek fejleszt\u00e9s\u00e9nek lehet\u0151s\u00e9g\u00e9t C# nyelven.\n<li class=\"l\"> K\u00eds\u00e9rleti t\u00e1mogat\u00e1st ny\u00fajtanak a kiterjeszt\u00e9sekhez (GDExtension), amelyeket a motor funkcionalit\u00e1s\u00e1nak b\u0151v\u00edt\u00e9s\u00e9re lehet haszn\u00e1lni, an\u00e9lk\u00fcl, hogy \u00fajra kellene ford\u00edtani a motort vagy m\u00f3dos\u00edtani a k\u00f3dot.\n<li class=\"l\"> Alap\u00e9rtelmezettk\u00e9nt bemutatt\u00e1k a Godot Physics fizikai folyamatok szimul\u00e1ci\u00f3s motorj\u00e1t, amely optimaliz\u00e1lva lett a sz\u00e1m\u00edt\u00f3g\u00e9pes j\u00e1t\u00e9kokhoz sz\u00fcks\u00e9ges feladatokhoz, \u00e9s amely funkci\u00f3it a kor\u00e1bban haszn\u00e1lt Bullet motor szintj\u00e9re emelt\u00e9k (p\u00e9ld\u00e1ul a Godot Physics \u00faj \u00fctk\u00f6z\u00e9si form\u00e1k kezel\u00e9s\u00e9vel, magass\u00e1gi t\u00e9rk\u00e9pek t\u00e1mogat\u00e1s\u00e1val \u00e9s SoftBody csom\u00f3pontok haszn\u00e1lat\u00e1val a ruh\u00e1zat szimul\u00e1l\u00e1s\u00e1ra b\u0151v\u00fclt). Teljes\u00edtm\u00e9nyoptimaliz\u00e1l\u00e1st hajtottak v\u00e9gre, \u00e9s kib\u0151v\u00edtett\u00e9k a t\u00f6bb sz\u00e1l\u00fa alkalmaz\u00e1st a fizikai folyamatok 2D- \u00e9s 3D-k\u00f6rnyezeteiben a CPU k\u00fcl\u00f6nb\u00f6z\u0151 magjaira t\u00f6rt\u00e9n\u0151 terhel\u00e9smegoszt\u00e1s r\u00e9v\u00e9n. Sok probl\u00e9m\u00e1t megoldottak a szimul\u00e1ci\u00f3val kapcsolatban.\n<li class=\"l\"> Javaslatot tett\u00fcnk egy \u00faj sz\u00f6vegrenderel\u0151 rendszerre, amely nagyobb ellen\u0151rz\u00e9st biztos\u00edt a sz\u00f6vegv\u00e1g\u00e1s \u00e9s -t\u00f6r\u00e9s felett, valamint magas \u00e9less\u00e9get biztos\u00edt b\u00e1rmilyen k\u00e9perny\u0151felbont\u00e1s mellett.\n<li class=\"l\"> Kib\u0151v\u00edtett\u00fck a lokaliz\u00e1l\u00e1si \u00e9s ford\u00edt\u00e1shoz sz\u00fcks\u00e9ges eszk\u00f6z\u00f6ket.\n<li class=\"l\"> \u00daj p\u00e1rbesz\u00e9dablak ker\u00fclt hozz\u00e1ad\u00e1sra a 2D \u00e9s 3D forr\u00e1sok import\u00e1l\u00e1s\u00e1hoz, amely t\u00e1mogatja a megl\u00e9v\u0151 jelenet, anyagok \u00e9s fizikai tulajdons\u00e1gok be\u00e1ll\u00edt\u00e1sainak el\u0151n\u00e9zet\u00e9t \u00e9s m\u00f3dos\u00edt\u00e1s\u00e1t.    <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj widgetek ker\u00fcltek be az editorba, mint p\u00e9ld\u00e1ul a m\u00f3dos\u00edt\u00e1sok visszavon\u00e1s\u00e1hoz sz\u00fcks\u00e9ges panel \u00e9s \u00faj sz\u00ednv\u00e1laszt\u00f3 p\u00e1rbesz\u00e9dablak, amely friss\u00edti a palett\u00e1t.  <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Friss\u00edtett\u00fck az ellen\u0151rz\u0151 fel\u00fcletet, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/hu\/control-panel\/\"   title=\"vez\u00e9rl\u0151panel\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">vez\u00e9rl\u0151panel<\/a> a jelenetet \u00e9s a szkript szerkeszt\u0151t. Fejlesztett\u00fck a szintaxis kiemel\u00e9s\u00e9t, hozz\u00e1adtuk a t\u00f6bb kurzor megjelen\u00edt\u00e9s\u00e9nek lehet\u0151s\u00e9g\u00e9t, \u00e9s biztos\u00edtottuk a JSON \u00e9s YAML form\u00e1tumok szerkeszt\u00e9si eszk\u00f6zeit.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/10-editor-multiple-cursors.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Kib\u0151v\u00edtett\u00fck az anim\u00e1ci\u00f3s editor lehet\u0151s\u00e9geit, amely most m\u00e1r t\u00e1mogatja a figur\u00e1k kever\u00e9s\u00e9t, \u00e9s jav\u00edtottuk a B\u00e9zier-g\u00f6rb\u00e9k alap\u00fa folyamatokat. \u00c1t\u00edrtuk a 3D anim\u00e1ci\u00f3s k\u00f3dot, amely t\u00e1mogatja a t\u00f6m\u00f6r\u00edt\u00e9st a mem\u00f3riafogyaszt\u00e1s cs\u00f6kkent\u00e9se \u00e9rdek\u00e9ben. \u00dajra\u00edr\u00f3dott az anim\u00e1ci\u00f3k kever\u00e9s\u00e9re \u00e9s \u00e1tmeneti effektusok k\u00e9sz\u00edt\u00e9s\u00e9re szolg\u00e1l\u00f3 rendszer. Fejlesztett\u00fck a komplex anim\u00e1ci\u00f3k k\u00e9sz\u00edt\u00e9s\u00e9nek lehet\u0151s\u00e9geit. Anim\u00e1ci\u00f3k l\u00e9trehoz\u00e1s\u00e1nak \u00e9s \u00fajrafelhaszn\u00e1l\u00e1s\u00e1nak c\u00e9lj\u00e1b\u00f3l anim\u00e1ci\u00f3s k\u00f6nyvt\u00e1rakat k\u00edn\u00e1lunk.        <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj filmes k\u00e9sz\u00edt\u00e9si m\u00f3d ker\u00fclt hozz\u00e1ad\u00e1sra, amely k\u00e9pkock\u00e1nk\u00e9nt rendereli a jelenetet maxim\u00e1lis min\u0151s\u00e9gben, hogy el\u0151zetes szalagc\u00edmeket \u00e9s videofelv\u00e9teleket k\u00e9sz\u00edthess\u00fcnk.\n<li class=\"l\"> Kib\u0151v\u00edtett\u00fck a 3D sisakok \u00e9s virtu\u00e1lis val\u00f3s\u00e1g platformok t\u00e1mogat\u00e1s\u00e1t. Az engine f\u0151 \u00f6sszetev\u0151jek\u00e9nt be\u00e9p\u00edtett t\u00e1mogat\u00e1st ny\u00fajtunk az OpenXR szabv\u00e1nyhoz, amely egy univerz\u00e1lis API-t hat\u00e1roz meg a virtu\u00e1lis \u00e9s kiterjesztett val\u00f3s\u00e1g alkalmaz\u00e1sok fejleszt\u00e9s\u00e9re. A Windows \u00e9s Linux rendszerekben t\u00e1mogatja az \u00f6sszes n\u00e9pszer\u0171 3D sisakot, bele\u00e9rtve a SteamVR, Oculus \u00e9s Monado sisakokat.\n<li class=\"l\"> N\u00f6velve a h\u00e1l\u00f3zati j\u00e1t\u00e9k szervez\u00e9s\u00e9nek alrendszer\u00e9nek stabilit\u00e1s\u00e1t, egyszer\u0171s\u00edtett\u00fck a t\u00f6bbj\u00e1t\u00e9kos j\u00e1t\u00e9kok fejleszt\u00e9si folyamat\u00e1t.\n<li class=\"l\"> Kib\u0151v\u00edtett\u00fck a hangrendszer lehet\u0151s\u00e9geit, be\u00e9p\u00edtett\u00fck a polif\u00f3nia t\u00e1mogat\u00e1s\u00e1t, API-t adtunk a besz\u00e9dszint\u00e9zishez, valamint megval\u00f3s\u00edtottuk a hang loops\u00edt\u00e1s\u00e1t.\n<li class=\"l\"> Lehet\u0151v\u00e9 tett\u00fck a Godot interf\u00e9sz futtat\u00e1s\u00e1t Android t\u00e1blag\u00e9peken \u00e9s webb\u00f6ng\u00e9sz\u0151kben.        <center><img decoding=\"async\" alt=\"A Godot 4.0 ny\u00edlt j\u00e1t\u00e9kmotor kiad\u00e1sa\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00daj j\u00e1t\u00e9kbuild rendszert vezett\u00fcnk be k\u00fcl\u00f6nb\u00f6z\u0151 CPU architekt\u00far\u00e1khoz. P\u00e9ld\u00e1ul most m\u00e1r lehet\u0151v\u00e9 v\u00e1lt a Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook \u00e9s Asahi Linux sz\u00e1m\u00e1ra t\u00f6rt\u00e9n\u0151 buildel\u00e9s.\n<li class=\"l\"> Az API-ban v\u00e1ltoz\u00e1sok t\u00f6rt\u00e9ntek, amelyek s\u00e9rtik a kompatibilit\u00e1st. A Godot 3.x-r\u0151l a Godot 4.0-ra val\u00f3 \u00e1tt\u00e9r\u00e9s az alkalmaz\u00e1sok \u00fajragondol\u00e1s\u00e1t ig\u00e9nyli, de a Godot 3.x \u00e1g sz\u00e1m\u00e1ra hossz\u00fa t\u00e1v\u00fa t\u00e1mogat\u00e1si ciklus biztos\u00edtott, amely a r\u00e9gi API ir\u00e1nti kereslett\u0151l f\u00fcgg.      <\/ul>\n<p>                  <center>  <div class=\"youtube-placeholder\" data-id=\"chXAjMQrcZk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/chXAjMQrcZk\/hqdefault.jpg\" alt=\"Vide\u00f3 lej\u00e1tsz\u00e1sa\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center><br \/>\n<br \/>Forr\u00e1s: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 \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 4.0, \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 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\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":107044,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107043","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 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