{"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\/it\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Uscita del motore di gioco open source Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dopo 7 mesi di sviluppo, \u00e8 stata pubblicata la versione del motore di gioco gratuito Godot 3.3, adatta per creare giochi 2D e 3D. Il motore supporta un linguaggio di programmazione intuitivo per la logica di gioco, un'interfaccia grafica per la progettazione dei giochi, un sistema di distribuzione con un clic, ampie possibilit\u00e0 di animazione e simulazione fisica, un debugger integrato e un sistema per l'analisi delle prestazioni. Il codice del motore di gioco, dell'ambiente di progettazione e degli strumenti di sviluppo associati (motore fisico, server audio, backend di rendering 2D\/3D, ecc.) \u00e8 distribuito con licenza MIT.       <\/p>\n<p>I codici sorgente del motore sono stati resi pubblici nel 2014 dallo studio OKAM, dopo dieci anni di sviluppo di un prodotto proprietario di livello professionale, utilizzato per creare e pubblicare numerosi giochi per PC, console e dispositivi mobili. Il motore supporta tutte le piattaforme desktop e mobili pi\u00f9 diffuse (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), oltre alla creazione di giochi per il Web. Gli assemblaggi binari pronti per l'uso sono stati creati per Linux, Windows e macOS.     <\/p>\n<p>In un ramo separato si sta sviluppando un nuovo backend di rendering basato sull'API grafica Vulkan, che sar\u00e0 introdotto nella prossima versione Godot 4.0, al posto dei backend di rendering attualmente offerti tramite OpenGL ES 3.0 e OpenGL 3.3 (il supporto per OpenGL ES e OpenGL sar\u00e0 mantenuto grazie alla compatibilit\u00e0 con il vecchio backend OpenGL ES 2.0\/OpenGL 2.1 sopra la nuova architettura di rendering basata su Vulkan). La transizione da Godot 3.x a Godot 4.0 richieder\u00e0 una riprogettazione delle applicazioni a causa delle interruzioni nella compatibilit\u00e0 a livello di API, ma sar\u00e0 garantito un lungo ciclo di supporto per il ramo Godot 3.x, la cui durata dipender\u00e0 dalla domanda degli utenti riguardo la compatibilit\u00e0 dell'API.       <\/p>\n<p> \u0412\u0435\u0442\u043a\u0430 Godot 3.3 \u043f\u043e\u043b\u043d\u043e\u0441\u0442\u044c\u044e \u0441\u043e\u0432\u043c\u0435\u0441\u0442\u0438\u043c\u0430 \u0441 Godot 3.2 \u0438 \u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0430\u0435\u0442 \u0440\u0430\u0437\u0432\u0438\u0442\u0438\u0435 \u0441\u0442\u0430\u0431\u0438\u043b\u044c\u043d\u044b\u0445 \u0432\u044b\u043f\u0443\u0441\u043a\u043e\u0432 \u0434\u0432\u0438\u0436\u043a\u0430, \u0434\u043b\u044f \u043a\u043e\u0442\u043e\u0440\u044b\u0445 \u0431\u0443\u0434\u0435\u0442 \u043e\u0431\u0435\u0441\u043f\u0435\u0447\u0435\u043d \u0434\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0439 \u0446\u0438\u043a\u043b \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438. \u0418\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u0432\u043c\u0435\u0441\u0442\u043e Godot 3.3 \u043f\u043b\u0430\u043d\u0438\u0440\u043e\u0432\u0430\u043b\u043e\u0441\u044c \u0432\u044b\u043f\u0443\u0441\u0442\u0438\u0442\u044c \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u0438\u0435 3.2.4, \u043d\u043e \u0432\u0435\u0440\u0441\u0438\u0438 3.2.x \u0432\u043e\u0441\u043f\u0440\u0438\u043d\u0438\u043c\u0430\u043b\u0438\u0441\u044c \u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u0435\u043b\u044f\u043c\u0438 \u043a\u0430\u043a \u043a\u043e\u0440\u0440\u0435\u043a\u0442\u0438\u0440\u0443\u044e\u0449\u0438\u0435, \u043d\u0435\u0441\u043c\u043e\u0442\u0440\u044f \u043d\u0430 \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u0435 \u0438\u0437 \u0432\u0435\u0442\u043a\u0438 4.0 \u043d\u043e\u0432\u044b\u0445 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0435\u0439, \u043f\u043e\u044d\u0442\u043e\u043c\u0443 \u043f\u0440\u043e\u0435\u043a\u0442 \u043f\u0435\u0440\u0435\u0448\u0451\u043b \u043d\u0430 \u043a\u043b\u0430\u0441\u0441\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0441\u0445\u0435\u043c\u0443 \u0441\u0435\u043c\u0430\u043d\u0442\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e \u0432\u0435\u0440\u0441\u0438\u043e\u043d\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f. \u0412 \u0447\u0430\u0441\u0442\u043d\u043e\u0441\u0442\u0438, \u043e\u0431\u043d\u043e\u0432\u043b\u0435\u043d\u0438\u0435 \u0442\u0440\u0435\u0442\u044c\u0435\u0439 \u0446\u0438\u0444\u0440\u044b \u0442\u0435\u043f\u0435\u0440\u044c \u0431\u0443\u0434\u0435\u0442 \u043e\u0431\u043e\u0437\u043d\u0430\u0447\u0430\u0442\u044c \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0442\u043e\u043b\u044c\u043a\u043e \u0438\u0441\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0439, \u0432\u0442\u043e\u0440\u043e\u0439 &#8212; \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435 \u043d\u043e\u0432\u043e\u0439 \u0444\u0443\u043d\u043a\u0446\u0438\u043e\u043d\u0430\u043b\u044c\u043d\u043e\u0441\u0442\u0438 \u0438 \u043f\u0435\u0440\u0432\u043e\u0439 &#8212; \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u0439, \u0432\u043b\u0438\u044f\u044e\u0449\u0438\u0445 \u043d\u0430 \u0441\u043e\u0432\u043c\u0435\u0441\u0442\u0438\u043c\u043e\u0441\u0442\u044c. \u0412\u0435\u0442\u043a\u0430 3.x.x \u0431\u0443\u0434\u0435\u0442 \u0441\u043e\u043f\u0440\u043e\u0432\u043e\u0436\u0434\u0430\u0442\u044c\u0441\u044f \u043f\u0430\u0440\u0430\u043b\u043b\u0435\u043b\u044c\u043d\u043e \u0441 4.x.x \u0434\u043e \u0442\u0435\u0445 \u043f\u043e\u0440, \u043f\u043e\u043a\u0430 Godot 4.x \u043d\u0435 \u0431\u0443\u0434\u0435\u0442 \u043f\u043e\u043b\u043d\u043e\u0441\u0442\u044c\u044e \u0441\u0442\u0430\u0431\u0438\u043b\u0438\u0437\u0438\u0440\u043e\u0432\u0430\u043d \u0438 \u0430\u0434\u0430\u043f\u0442\u0438\u0440\u043e\u0432\u0430\u043d \u0434\u043b\u044f \u0432\u0441\u0435\u0433\u043e \u0430\u043a\u0442\u0443\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u043e\u0431\u043e\u0440\u0443\u0434\u043e\u0432\u0430\u043d\u0438\u044f.    <\/p>\n<p>Godot 3.3 si distingue per l'aggiunta delle seguenti novit\u00e0:  <\/p>\n<ul>\n<li class=\"l\"> \u00c8 stata preparata una versione dell'editor che funziona nel browser web.  <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00c8 stata aggiunta la possibilit\u00e0 di esportare giochi per la piattaforma Android nel formato AAB (Android App Bundle), in aggiunta ai pacchetti APK. Il formato AAB consente di organizzare il caricamento solo delle librerie native necessarie per il funzionamento sul dispositivo attuale (ad esempio, armeabi-v7a o arm64-v8a). Per la piattaforma Android \u00e8 stata anche realizzata la possibilit\u00e0 di integrare negli applicativi elementi basati sul motore Godot sotto forma di subcomponenti (subview), utilizzando parte della finestra. Inoltre, \u00e8 stato aggiunto il supporto per le aree cieche dello schermo (angoli arrotondati e intagli per la fotocamera), eventi del mouse e input da tastiere esterne.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00c8 stato proposto un nuovo API per la creazione e distribuzione di plug-in per la piattaforma iOS, che consente di estrarre i plug-in (ARKit, GameCenter, InAppStore) in un repository separato e svilupparli in modo indipendente dal motore Godot. In precedenza, questo API era stato implementato per la piattaforma Android.\n<li class=\"l\"> \u0423\u043b\u0443\u0447\u0448\u0435\u043d\u044b \u0441\u0440\u0435\u0434\u0441\u0442\u0432\u0430 \u044d\u043a\u0441\u043f\u043e\u0440\u0442\u0430 \u0438\u0433\u0440 \u0434\u043b\u044f Web (\u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u0430 HTML5). \u0414\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430\u0435\u043c\u044b\u0445 \u0432 \u0431\u0440\u0430\u0443\u0437\u0435\u0440\u0435 \u0438\u0433\u0440 \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u043c\u043d\u043e\u0433\u043e\u043f\u043e\u0442\u043e\u0447\u043d\u043e\u0441\u0442\u0438 \u0438   \u0441\u043a\u0440\u0438\u043f\u0442\u043e\u0432 GDNative, \u043d\u043e \u0438\u0437-\u0437\u0430 \u043e\u0433\u0440\u0430\u043d\u0438\u0447\u0435\u043d\u0438\u0439 \u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u044b HTML5 \u0438\u0445 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044f \u043d\u0435\u0441\u043e\u0432\u043c\u0435\u0441\u0442\u0438\u043c\u0430 \u0441 \u0432\u0430\u0440\u0438\u0430\u043d\u0442\u0430\u043c\u0438 \u0434\u043b\u044f \u043d\u0430\u0442\u0438\u0432\u043d\u044b\u0445 \u0438\u0433\u0440. \u041a\u0440\u043e\u043c\u0435 \u0442\u043e\u0433\u043e, \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044f \u043f\u043e\u0442\u043e\u043a\u043e\u0432 \u0437\u0430\u0432\u044f\u0437\u0430\u043d\u0430 \u043d\u0430 API SharedArrayBuffer, \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u0434\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u043d\u0435 \u0432\u043e \u0432\u0441\u0435\u0445 \u0431\u0440\u0430\u0443\u0437\u0435\u0440\u0430\u0445. \u041f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u0435\u043d\u044b \u0442\u0440\u0438 \u043e\u0442\u0434\u0435\u043b\u044c\u043d\u044b\u0445 \u0440\u0435\u0436\u0438\u043c\u0430 \u044d\u043a\u0441\u043f\u043e\u0440\u0442\u0430 &#8212; Regular, Threads \u0438 GDNative. \u0412 \u043c\u043d\u043e\u0433\u043e\u043f\u043e\u0442\u043e\u0447\u043d\u043e\u043c \u043f\u0440\u043e\u0444\u0438\u043b\u0435 \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u043e \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 API AudioWorklet, \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u044e\u0449\u0430\u044f \u0434\u043e\u0431\u0438\u0442\u044c\u0441\u044f \u0431\u043e\u043b\u0435\u0435 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0435\u043d\u043d\u043e\u0433\u043e \u0432\u044b\u0432\u043e\u0434\u0430 \u0437\u0432\u0443\u043a\u0430 \u0431\u0435\u0437 \u0431\u043b\u043e\u043a\u0438\u0440\u043e\u0432\u043a\u0438 \u043e\u0441\u043d\u043e\u0432\u043d\u043e\u0433\u043e \u043f\u043e\u0442\u043e\u043a\u0430. \u0417\u043d\u0430\u0447\u0438\u0442\u0435\u043b\u044c\u043d\u043e \u0443\u043b\u0443\u0447\u0448\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u0433\u0435\u0439\u043c\u043f\u0430\u0434\u043e\u0432 \u0438 \u0432\u0438\u0440\u0442\u0443\u0430\u043b\u044c\u043d\u044b\u0445 \u043a\u043b\u0430\u0432\u0438\u0430\u0442\u0443\u0440.        <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aggiunta la supporto per la creazione di giochi per il nuovo hardware Apple, dotato del chip ARM M1. \u00c8 stata aggiunta la supporto per l'attacco di firme digitali per i file eseguibili generati per macOS.\n<li class=\"l\"> Dalla branch 4.0 \u00e8 stato trasferito l'API modernizzato per l'organizzazione della multithreading, che sfrutta le capacit\u00e0 dello standard C++14, migliorando l'affidabilit\u00e0 su diverse piattaforme e ottimizzando le prestazioni.\n<li class=\"l\"> Dalla branch 4.0 \u00e8 stata trasferita l'ottimizzazione che utilizza la struttura BVH (Bounding Volume Hierarchy) invece del metodo Octree per la suddivisione spaziale dinamica durante il rendering. BVH \u00e8 ora utilizzato per default e risolve molti problemi di prestazioni.\n<li class=\"l\"> \u00c8 stata implementata una realizzazione unificata del 2D batching (Batching, ottimizzazione per ridurre le chiamate di rendering tenendo conto della posizione reciproca degli oggetti), che pu\u00f2 essere utilizzata sia per OpenGL ES 3 che per OpenGL ES 2. L'ottimizzazione ora copre pi\u00f9 oggetti, comprese linee e poligoni.\n<li class=\"l\"> Aggiunto un nuovo lightmapper, che utilizza il metodo di tracciamento dei raggi e supporta la soppressione del rumore tramite la libreria oidn (Open Image Denoise). Il nuovo lightmapper utilizza la CPU per i calcoli e risolve gran parte dei problemi di qualit\u00e0 presenti nel vecchio elaboratore. \u00c8 inoltre stata preparata una versione del lightmapper che utilizza la GPU, ma \u00e8 vincolata all'API Vulkan e apparir\u00e0 solo nella branch 4.0.  <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dalla versione Godot 4.0 sono stati trasferiti molti miglioramenti relativi al rendering, come la veloce skinning software, trasformazioni ottimizzate per oggetti 3D nascosti, un numero personalizzabile di fonti luminose per ogni oggetto e un miglioramento nel rendering delle ombre tramite il filtro PCF.      <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=\"Guarda il 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\"> Nel motore di simulazione dei processi fisici \u00e8 stata migliorata la gestione di diversi tipi di collisioni.\n<li class=\"l\"> L'editor ha aggiunto complete funzionalit\u00e0 di copia e incolla per i nodi, permettendo il trasferimento tra scene diverse.\n<li class=\"l\"> Migliorato il modo di ispezione, con evidenziazione visiva delle sotto-risorse.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aggiunta la possibilit\u00e0 di definire le impostazioni predefinite per le risorse importate.  <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00c8 stato migliorato l'uso del 3D editor, inclusa l'aggiunta di una griglia 3D dinamica infinita e un'implementazione notevolmente migliorata della rotazione e selezione tramite gizmo (indicatore degli assi coordinati).    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nello strumento di collaborazione di gruppo \u00e8 stata aggiunta la protezione contro le modifiche alle scene gi\u00e0 aperte da altri utenti (viene visualizzato un avviso se durante il salvataggio sono state trovate versioni pi\u00f9 recenti di file aperti).\n<li class=\"l\"> Migliorato l'import dalla files in formato FBX.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aggiunto il plugin OpenXR con supporto per lo standard omonimo per la creazione di applicazioni di realt\u00e0 virtuale e aumentata. Nel port HTML5 per la creazione di giochi basati su tecnologie di realt\u00e0 virtuale \u00e8 stato aggiunto il supporto per la specifica WebXR.    <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=\"Guarda il 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\"> Aggiunta la supporto per il caricamento e la riproduzione di audio in formato MP3 (precedentemente non supportato a causa di brevetti).\n<li class=\"l\"> In GraphEdit \u00e8 stato aggiunto il supporto per una mini-scheda di tutta la struttura (minimap), visualizzata nell'angolo in basso a destra e che consente di coprire rapidamente con lo sguardo tutti i nodi.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Fonte: <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 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[&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 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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