{"id":102239,"date":"2021-11-08T15:36:48","date_gmt":"2021-11-08T13:36:49","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4"},"modified":"2021-11-08T15:36:48","modified_gmt":"2021-11-08T13:36:49","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Uscita del motore di gioco open source Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dopo sei mesi di sviluppo, \u00e8 stata pubblicata la versione del motore di gioco open source Godot 3.4, adatto per la creazione di giochi 2D e 3D. Il motore supporta un linguaggio di scripting facile da apprendere per la logica di gioco, un ambiente grafico per la progettazione dei giochi, un sistema di distribuzione dei giochi con un clic, ampie possibilit\u00e0 di animazione e simulazione fisica, un debugger integrato e un sistema per l'individuazione dei colli di bottiglia delle prestazioni. Il codice del motore di gioco, dell'ambiente di progettazione dei giochi e degli strumenti di sviluppo correlati (motore fisico, server audio, backend di rendering 2D\/3D, ecc.) \u00e8 distribuito sotto licenza MIT.       <\/p>\n<p>Il codice sorgente del motore \u00e8 stato reso pubblico nel 2014 dallo studio OKAM, dopo dieci anni di sviluppo di un prodotto proprietario di livello professionale, utilizzato per creare e pubblicare molti giochi per PC, console e dispositivi mobili. Il motore supporta tutte le principali piattaforme fisse e mobili (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), oltre alla creazione di giochi per Web. Le versioni binarie pronte all'uso sono state create per Linux, Windows e macOS.     <\/p>\n<p>In a separate branch, a new rendering backend is being developed based on the Vulkan graphic API, which will be introduced in the upcoming Godot 4.0 release, instead of the currently offered rendering backends through OpenGL ES 3.0 and OpenGL 3.3 (support for OpenGL ES and OpenGL will be maintained by ensuring the operation of the old OpenGL ES 2.0\/OpenGL 2.1 backend on top of the new Vulkan-based rendering architecture). Transitioning from Godot 3.x to Godot 4.0 will require reworking applications due to API compatibility breaks, but a long-term support cycle will be provided for the Godot 3.x branch, the duration of which will depend on user demand for strict API compliance.       <\/p>\n<p>Godot 3.4 is notable for the addition of the following innovations:  <\/p>\n<ul>\n<li class=\"l\"> The user interface for editing themes has been revamped, introducing a visual node selection process and allowing for design changes without leaving the preview mode.        <center>  <div class=\"youtube-placeholder\" data-id=\"3AGGBZVVVTw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/3AGGBZVVVTw\/hqdefault.jpg\" alt=\"Riproduci 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\"> Sono stati apportati miglioramenti all'editor per aumentare la facilit\u00e0 d'uso: \u00e8 stata aggiunta la funzione di caricamento rapido delle risorse in modalit\u00e0 ispezione, \u00e8 consentita la creazione di nodi in posizione arbitraria, \u00e8 stata introdotta una nuova interfaccia per l'esportazione dei modelli, sono state implementate operazioni aggiuntive con gizmo (sistema di limitazione dei parallelepipedi) e migliorato l'editor di animazioni basato su curve di B\u00e9zier.      <center>  <div class=\"youtube-placeholder\" data-id=\"AaNMGVaJ--g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/AaNMGVaJ--g\/hqdefault.jpg\" alt=\"Riproduci 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\"> \u00c8 stata aggiunta una modalit\u00e0 di annullamento delle modifiche, che consente di annullare immediatamente tutte le modifiche alla scena causate dall'applicazione dell'animazione tramite AnimationPlayer, invece di annullare ogni singola propriet\u00e0 separatamente.\n<li class=\"l\"> Nelle impostazioni \u00e8 stata aggiunta un'opzione per modificare il livello di zoom dell'area di visualizzazione 2D (2D viewport), che pu\u00f2 essere utilizzata, ad esempio, per ingrandire o ridurre gli elementi 2D, indipendentemente dall'attuale modalit\u00e0 di stretch.\n<li class=\"l\"> Nell'API File \u00e8 stata aggiunta la possibilit\u00e0 di lavorare con file (inclusi i PCK) di dimensioni superiori a 2 GB.\n<li class=\"l\"> Sono state implementate modifiche per migliorare la fluidit\u00e0 del rendering calcolando le modifiche nei fotogrammi senza vincoli al timer di sistema e risolvendo i problemi di sincronizzazione dell'output quando si utilizza vsync.\n<li class=\"l\"> Nel sistema di gestione degli input InputEvents \u00e8 stato aggiunto il supporto per il binding agli scancode, che riflettono la disposizione fisica dei tasti sulla tastiera, indipendentemente dalla lingua attiva (ad esempio, i tasti WASD nella disposizione QWERTY verranno automaticamente associati ai tasti ZQSD nella disposizione francese AZERTY).\n<li class=\"l\"> Sono stati aggiunti gli interfaccie AESContext e HMACContext per accedere agli algoritmi di crittografia AES-ECB, AES-CBC e HMAC da script. \u00c8 stata anche introdotta la possibilit\u00e0 di salvare e leggere le chiavi pubbliche RSA per la generazione e verifica delle firme digitali.\n<li class=\"l\"> Nel motore di rendering \u00e8 stata aggiunta una funzione iniziale per interrompere il rendering degli oggetti che si trovano nel campo visivo della fotocamera, ma che non sono visibili a causa di altri oggetti che li sovrappongono (ad esempio, che si trovano dietro un muro). Il ritaglio raster (a livello di singoli pixel) delle sovrapposizioni sar\u00e0 realizzato solo nella versione Godot 4, mentre in Godot 3 sono stati inclusi alcuni metodi geometrici per il ritaglio degli oggetti sovrapposti e il supporto per le sovrapposizioni portali.    <center>  <div class=\"youtube-placeholder\" data-id=\"8xgb-ZcZV9s\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/8xgb-ZcZV9s\/hqdefault.jpg\" alt=\"Riproduci 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\"> \u00c8 stato aggiunto un nuovo metodo di colorazione ACES Fitted, che consente di ottenere una maggiore realismo e precisione fisica aumentando il contrasto degli oggetti luminosi.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00c8 stato aggiunto il supporto per la forma di emissione di particelle tridimensionali a forma di anello o cilindro cavo.\n<li class=\"l\"> Nel motore di simulazione dei processi fisici \u00e8 stata significativamente migliorata la performance nella generazione di oggetti convessi da mesh, ed \u00e8 stato rivisitato il modo di tracciare le collisioni nell'interfaccia di ispezione. \u00c8 stato aggiunto il supporto per la struttura BVH (Bounding Volume Hierarchy) per la suddivisione spaziale dinamica nel motore di fisica 2D. Nel motore di fisica 3D \u00e8 stata implementata la funzione HeightMapShapeSW e sono stati aggiunti strumenti di sincronizzazione con KinematicBody3D.\n<li class=\"l\"> \u00c8 stata aggiunta la possibilit\u00e0 di esportare scene 3D nel formato glTF, per esempio, per aprire mesh preparate in Godot in Blender.\n<li class=\"l\"> \u00c8 stato aggiunto il supporto per la modalit\u00e0 di compressione delle immagini WebP senza perdita, che ora viene applicata di default per la compressione delle texture invece del formato PNG.\n<li class=\"l\"> Nella versione per la piattaforma Android \u00e8 stata aggiunta un'iniziale supporto per l'API Scoped storage e un nuovo metodo per il caricamento di risorse aggiuntive (Play Asset Delivery) per file eseguibili nel formato AAB (Android App Bundle).\n<li class=\"l\"> Per la piattaforma HTML5 \u00e8 stata implementata la possibilit\u00e0 di installazione sotto forma di PWA (Progressive Web Apps), \u00e8 stata aggiunta un'interfaccia JavaScriptObject per l'interazione tra Godot e JavaScript (ad esempio, \u00e8 possibile chiamare metodi JavaScript dagli script di Godot), per le build multi-thread \u00e8 stato implementato il supporto per AudioWorklet.\n<li class=\"l\"> Per la piattaforma macOS \u00e8 stato aggiunto il supporto per i sistemi su chip Apple Silicon (M1).    <\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56121\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, \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 \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043b\u043e\u0433\u0438\u043a\u0438, \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0441\u0440\u0435\u0434\u0443 \u0434\u043b\u044f \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440, \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0440\u0430\u0437\u0432\u0451\u0440\u0442\u044b\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0432 \u043e\u0434\u0438\u043d \u043a\u043b\u0438\u043a, \u0448\u0438\u0440\u043e\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u0438 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \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":102240,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-102239","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, 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