{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hu\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00d6t h\u00f3napnyi fejleszt\u00e9s ut\u00e1n megjelent a Godot 4.2, egy ingyenes j\u00e1t\u00e9kmotor, amely alkalmas 2D \u00e9s 3D j\u00e1t\u00e9kok l\u00e9trehoz\u00e1s\u00e1ra. A motor egy k\u00f6nnyen tanulhat\u00f3 j\u00e1t\u00e9kmenet-logika nyelvet, j\u00e1t\u00e9kk\u00e9sz\u00edt\u0151 grafikai k\u00f6rnyezetet, egy kattint\u00e1sos 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 teljes\u00edtm\u00e9nyprobl\u00e9m\u00e1k azonos\u00edt\u00e1si rendszert t\u00e1mogat. A j\u00e1t\u00e9kmotor, a j\u00e1t\u00e9kk\u00e9sz\u00edt\u0151 k\u00f6rnyezet \u00e9s a k\u00eds\u00e9r\u0151 fejleszt\u0151eszk\u00f6z\u00f6k (fizikai motor, hangkiszolg\u00e1l\u00f3, 2D\/3D renderel\u00e9si h\u00e1tterek stb.) MIT licenc alatt terjesztett\u00e9k.     <\/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>F\u0151bb v\u00e1ltoz\u00e1sok:  <\/p>\n<ul>\n<li class=\"l\"> A 2D game development support has been added for forced integer scaling, allowing for a square pixel grid regardless of the actual aspect ratio. It is now possible to obtain barycentric coordinates of the normal from the object's intersection points with the ray. Methods Rotate_toward and Angle_difference have been added for correct handling of rotation and angles. The Line2D nodes have a new property 'closed' for creating closed lines with continuous filling.     <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00f6velt\u00e9k az anim\u00e1ci\u00f3s rendszer megb\u00edzhat\u00f3s\u00e1g\u00e1t. Az AnimationPlayer \u00e9s AnimationTree csom\u00f3pontokat \u00fajragondolt\u00e1k \u00e9s egys\u00e9ges\u00edtett\u00e9k, amelynek k\u00f6z\u00f6s r\u00e9szei egy k\u00f6ztes AnimationMixer oszt\u00e1lyba ker\u00fcltek. Hozz\u00e1adt\u00e1k a determinisztikus kever\u00e9s lehet\u0151s\u00e9g\u00e9t. Az anim\u00e1ci\u00f3 el\u0151n\u00e9zet\u00e9hez hozz\u00e1adt\u00e1k a hagyom\u00e1nyos (onion skinning) \u00fczemm\u00f3dot, amely lehet\u0151v\u00e9 teszi a f\u00e9lig \u00e1tl\u00e1tsz\u00f3 \u00e1tfed\u00e9sek megjelen\u00edt\u00e9s\u00e9t az anim\u00e1ci\u00f3 el\u0151z\u0151 \u00e9s k\u00f6vetkez\u0151 kereteivel.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The capabilities for 'baking' navigation meshes in 2D have been brought closer to those previously available in 3D navigation, such as supporting physical bodies, instances of polygonal meshes, simple polygons, and tilemaps for 2D grids. <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/hu\/server\/\"   title=\"szerverek\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">szerverek<\/a> A 2D \u00e9s 3D navig\u00e1ci\u00f3hoz hozz\u00e1adt\u00e1k a t\u00f6bb sz\u00e1lon t\u00f6rt\u00e9n\u0151 mesh s\u00fct\u00e9s t\u00e1mogat\u00e1s\u00e1t.      <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A k\u00f3d refaktor\u00e1l\u00e1sa megt\u00f6rt\u00e9nt a csempe \u00e9s csempe t\u00e9rk\u00e9pek kezel\u00e9s\u00e9re. Optimaliz\u00e1lt\u00e1k a blokk csoportos\u00edt\u00e1si \u00e9s Y tengely szerinti rendez\u00e9si m\u0171veleteket, ami jelent\u0151sen ler\u00f6vid\u00edtette a csemp\u00e9k friss\u00edt\u00e9si idej\u00e9t. A csempe t\u00e9rk\u00e9pek l\u00e9trehoz\u00e1s\u00e1nak \u00e9s haszn\u00e1lat\u00e1nak k\u00e9nyelm\u00e9t is n\u00f6velt\u00e9k. \u00daj eszk\u00f6z ker\u00fclt bevezet\u00e9sre a csemp\u00e9k elforgat\u00e1s\u00e1ra \u00e9s megford\u00edt\u00e1s\u00e1ra a t\u00e9rrendez\u00e9s sor\u00e1n. Fejlesztett\u00e9k a soksz\u00f6gek \u00e9s csempe jelenetek szerkeszt\u00e9si eszk\u00f6zeit.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A GDScript szkript szerkeszt\u0151ben lehet\u0151s\u00e9g ny\u00edlt nevzett k\u00f3dszakaszok l\u00e9trehoz\u00e1s\u00e1ra a blokkok \u00f6sszehajtogat\u00e1s\u00e1hoz szerkeszt\u00e9s k\u00f6zben \u00e9s a navig\u00e1ci\u00f3 egyszer\u0171s\u00edt\u00e9s\u00e9hez. A szkript hibakeres\u0151ben teljes t\u00e1mogat\u00e1s ker\u00fclt bevezet\u00e9sre a t\u00f6bb sz\u00e1l\u00fa k\u00f3d, v\u00e9grehajt\u00e1si verem \u00e9s t\u00f6r\u00e9spontok ter\u00e9n. A C#\/.NET alap\u00fa szkriptekben bevezett\u00e9k az Android (.NET 7.0+) \u00e9s iOS (NET 8.0) platformok t\u00e1mogat\u00e1s\u00e1t. A GDScript szkriptekben kib\u0151v\u00edtett\u00e9k a statikusan t\u00edpusos k\u00f3d t\u00e1mogat\u00e1s\u00e1t, bevezett\u00e9k a r-string (nyers sz\u00f6veg) sztringliter\u00e1lokat, \u00e9s sz\u00e9lesebb k\u00f6r\u0171 funkcionalit\u00e1s ker\u00fclt a match oper\u00e1torhoz.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> In the 3D viewport, support for transformation control in Blender style has been improved, using the mouse and hotkeys. Extended visual information display in the 3D viewport is now available only for selected objects. Additional indicators for elements like decals and fog volume have been added. The gizmo functionality has improved \u2014 any side of volumetric shapes can now be expanded separately in the viewport.       <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Context menus and tooltips in the 'Inspection' and 'Signals' panels have been improved. The theme editor now includes tooltips describing properties. The file system panel has gained the ability to visually highlight directories by assigning them different colors. The gradient resource editor interface has been revamped. In the texture area editor, the interaction with all supported resources, including styles and atlases, has been unified.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Az asset k\u00f6nyvt\u00e1rban jav\u00edtott\u00e1k a keres\u00e9si eredm\u00e9nyek megjelen\u00edt\u00e9s\u00e9t, valamint lehet\u0151s\u00e9get adtak m\u00e1s mappa kiv\u00e1laszt\u00e1s\u00e1ra a kieg\u00e9sz\u00edt\u0151 vagy er\u0151forr\u00e1s telep\u00edt\u00e9sekor.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A projektmenedzser \u00e1talak\u00edtotta a f\u0151 vez\u00e9rl\u0151elemek elhelyez\u00e9s\u00e9t \u00e9s moderniz\u00e1lta a projektimport interf\u00e9sz\u00e9t.      <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> B\u0151v\u00fclt a b\u0151v\u00edtm\u00e9nyek fejleszt\u00e9s\u00e9nek lehet\u0151s\u00e9ge az editorhoz. Hozz\u00e1f\u00e9r\u00e9s biztos\u00edtott az editor \u00f6sszes funkcionalit\u00e1s\u00e1hoz az EditorInterface oszt\u00e1lyon kereszt\u00fcl. K\u00e9nyelmes met\u00f3dusok ker\u00fcltek megval\u00f3s\u00edt\u00e1sra a 2D- \u00e9s 3D-v\u00edzel\u0151 renderel\u0151kh\u00f6z val\u00f3 k\u00f6zvetlen hozz\u00e1f\u00e9r\u00e9shez. Lehet\u0151v\u00e9 v\u00e1lt a nem mentett v\u00e1ltoz\u00e1sok figyelmeztet\u0151 p\u00e1rbesz\u00e9dablak\u00e1nak megjelen\u00edt\u00e9se.\n<li class=\"l\"> Folyat\u00f3dik a k\u00eds\u00e9rleti GDExtension b\u0151v\u00edtm\u00e9nyrendszer fejleszt\u00e9se, amely alacsony szint\u0171 nyelvek, p\u00e9ld\u00e1ul C++, haszn\u00e1lat\u00e1t teszi lehet\u0151v\u00e9 j\u00e1t\u00e9kok szkriptjeinek \u00edr\u00e1s\u00e1ra, a motor \u00fajra\u00e9p\u00edt\u00e9se \u00e9s a k\u00f3d m\u00f3dos\u00edt\u00e1sa n\u00e9lk\u00fcl. A GDExtensions haszn\u00e1lat\u00e1nak lehet\u0151s\u00e9ge is tartalmazza a Webre val\u00f3 export\u00e1l\u00e1st.\n<li class=\"l\"> A felhaszn\u00e1l\u00f3i fel\u00fcleten m\u00f3dosult a f\u00f3kuszkezel\u00e9s. Lehet\u0151v\u00e9 v\u00e1lt a f\u00f3kusz \u00e1tad\u00e1sa az egyes f\u00fclpanel-v\u00e1ltoz\u00f3kra, bele\u00e9rtve a billenty\u0171zettel val\u00f3 navig\u00e1ci\u00f3t is. A kezel\u0151elemekhez (Control) hozz\u00e1adott egy met\u00f3dust a k\u00f6vetkez\u0151 szomsz\u00e9dos f\u00f3kusz\u00e1lhat\u00f3 elem keres\u00e9s\u00e9re. Jelent\u0151sen \u00e1t dolgozt\u00e1k a gr\u00e1f\u00e9p\u00edt\u0151 csom\u00f3pontokat (GraphEdit \u00e9s GraphNode). A GraphEdit f\u0151csom\u00f3pont eszk\u00f6zt\u00e1r\u00e1nak testreszab\u00e1si lehet\u0151s\u00e9gei is b\u0151v\u00fcltek.    <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Lehet\u0151v\u00e9 v\u00e1lt az eszk\u00f6z\u00f6k import\u00e1l\u00e1s\u00e1nak t\u00edpus\u00e1nak val\u00f3s idej\u0171 megv\u00e1ltoztat\u00e1sa, automatikus jelenet- \u00e9s forr\u00e1sszint\u0171 friss\u00edt\u00e9ssel, amely nem ig\u00e9nyel editor \u00fajraind\u00edt\u00e1st. B\u0151v\u00edtett\u00e9k az import\u00e1l\u00e1si lehet\u0151s\u00e9geket, \u00e9s lehet\u0151s\u00e9get adtak a behozott objektumok fizikai tulajdons\u00e1gainak, valamint az \u00e1rny\u00e9k- \u00e9s l\u00e1that\u00f3s\u00e1gi be\u00e1ll\u00edt\u00e1sok megv\u00e1ltoztat\u00e1s\u00e1ra. Lehet\u0151v\u00e9 v\u00e1lt az anim\u00e1ci\u00f3 el\u0151n\u00e9zete az import p\u00e1rbesz\u00e9dablak\u00e1ban. B\u0151v\u00fclt a GLTF form\u00e1tum\u00fa Blender eszk\u00f6z\u00f6k import\u00e1l\u00e1s\u00e1nak t\u00e1mogat\u00e1sa. T\u00e1mogatja a KTX form\u00e1tum\u00fa k\u00e9pek import\u00e1l\u00e1s\u00e1t is.  <center><img decoding=\"async\" alt=\"Megjelent a Godot 4.2 ny\u00edlt forr\u00e1sk\u00f3d\u00fa j\u00e1t\u00e9kmotor\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Optimaliz\u00e1ci\u00f3kat hajtottak v\u00e9gre, amelyek c\u00e9lja a renderel\u00e9si teljes\u00edtm\u00e9ny n\u00f6vel\u00e9se. A mobil eszk\u00f6z\u00f6k teljes\u00edtm\u00e9ny\u00e9nek fokoz\u00e1sa \u00e9rdek\u00e9ben a raszteres akad\u00e1lyok cs\u00facs- \u00e9s fragmentkomponensekre val\u00f3 feloszt\u00e1sra ker\u00fclt sor. Felgyors\u00edtott\u00e1k a zajos text\u00far\u00e1k gener\u00e1l\u00e1s\u00e1t. Hozz\u00e1adtak egy el\u0151feldolgoz\u00e1si l\u00e9p\u00e9st a m\u00e9lys\u00e9g kisz\u00e1m\u00edt\u00e1s\u00e1ra. Cs\u00f6kkent az \u00e1rny\u00e9kol\u00f3k bet\u00f6lt\u00e9si \u00e9s ford\u00edt\u00e1si ideje. Optimaliz\u00e1lt\u00e1k a poligonh\u00e1l\u00f3 mem\u00f3ri\u00e1ban t\u00f6rt\u00e9n\u0151 t\u00e1rol\u00e1s\u00e1t. T\u00e1mogatja a poligonh\u00e1l\u00f3k t\u00f6m\u00f6r\u00edt\u00e9s\u00e9t az \u00e1tviteli s\u00e1vsz\u00e9less\u00e9g cs\u00f6kkent\u00e9se \u00e9rdek\u00e9ben.\n<li class=\"l\"> Lehet\u0151v\u00e9 v\u00e1lt saj\u00e1t text\u00faraobjektumok l\u00e9trehoz\u00e1sa (p\u00e9lda, a sz\u00e1m\u00edt\u00e1si \u00e1rny\u00e9kol\u00f3k haszn\u00e1lata v\u00edzhat\u00e1s l\u00e9trehoz\u00e1s\u00e1ra sz\u00e1nt text\u00fara el\u0151\u00e1ll\u00edt\u00e1s\u00e1hoz).\n<li class=\"l\"> API-t adtak hozz\u00e1 a renderel\u00e9si sz\u00e1lban a k\u00f3d megh\u00edv\u00e1s\u00e1hoz, ami sz\u00fcks\u00e9ges lehet p\u00e9ld\u00e1ul a sz\u00e1m\u00edt\u00e1si shader szinkroniz\u00e1l\u00e1s\u00e1hoz a renderel\u00e9ssel.\n<li class=\"l\"> Hozz\u00e1adt\u00e1k a 2.2-es verzi\u00f3j\u00fa AMD FSR (FidelityFX Super Resolution) supersampling technol\u00f3gia t\u00e1mogat\u00e1s\u00e1t, amely t\u00e9rbeli sk\u00e1l\u00e1z\u00e1s \u00e9s r\u00e9szletrekonstrukci\u00f3s algoritmusokat haszn\u00e1l a k\u00e9pmin\u0151s\u00e9g cs\u00f6kkent\u00e9se \u00e9rdek\u00e9ben a nagyobb felbont\u00e1sra t\u00f6rt\u00e9n\u0151 \u00e1tkonvert\u00e1l\u00e1s sor\u00e1n.\n<li class=\"l\"> \u00daj zajcs\u00f6kkent\u0151t (JNLM) javasoltak, amely vil\u00e1g\u00edt\u00e1stervez\u0151 (lightmapper) \u00e9s sz\u00e1m\u00edt\u00e1si shaderek haszn\u00e1lat\u00e1val dolgozik. A JNLM jelent\u0151sen gyorsabb, mint a kor\u00e1bban haszn\u00e1lt OIDN (Open Image Denoise) zajelt\u00e1vol\u00edt\u00f3 k\u00f6nyvt\u00e1r, de bizonyos helyzetekben min\u0151s\u00e9gben alulmaradhat.\n<li class=\"l\"> A Forward+ \u00e9s Mobile renderel\u00e9si m\u00f3dszerekhez hozz\u00e1adt\u00e1k a 2D-hyperbolikus megjelen\u00edt\u00e9st a kib\u0151v\u00edtett dinamikus f\u00e9nyer\u0151 (HDR) tartom\u00e1nyban, lehet\u0151v\u00e9 t\u00e9ve 2D-j\u00e1t\u00e9kokban bizonyos 3D-hat\u00e1sok, p\u00e9ld\u00e1ul f\u00e9nyek megval\u00f3s\u00edt\u00e1s\u00e1t. 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platformokra.        <\/ul>\n<p>Forr\u00e1s: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \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 \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 4.2, \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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