{"id":119516,"date":"2024-08-16T15:43:01","date_gmt":"2024-08-16T13:43:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3"},"modified":"2026-02-15T22:30:50","modified_gmt":"2026-02-15T20:30:50","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","title":{"rendered":"Uscita del motore di gioco open source Godot 4.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dopo otto mesi di sviluppo, \u00e8 stato rilasciato Godot 4.3, un motore di gioco open source 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 di analisi 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>I testi sorgente del motore sono stati resi disponibili 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 piattaforme fisse e mobili pi\u00f9 diffuse (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX) e lo sviluppo di giochi per il Web. Le build binarie pronte per l'uso sono state create per Linux, Android, Windows e macOS.     <\/p>\n<p>Principali modifiche:  <\/p>\n<ul>\n<li class=\"l\"> Aggiunta la supporto sperimentale integrato per il protocollo Wayland su sistemi Linux e BSD.\n<li class=\"l\"> Aggiunti nuove risorse AudioStreamInteractive, AudioStreamPlaylist e AudioStreamSynchronized, che consentono di creare accompagnamenti musicali dinamici che cambiano in base al contesto del gioco.\n<li class=\"l\"> Aggiunta la possibilit\u00e0 di interpolazione durante la simulazione dei processi fisici in uno spazio bidimensionale, creando fotogrammi aggiuntivi per il rendering degli stati intermedi tra la posizione attuale e quella successiva di un oggetto, rendendo l'output pi\u00f9 fluido sugli schermi ad alta frequenza di aggiornamento e su dispositivi a bassa potenza.\n<li class=\"l\"> Il visuale editor dei shader \u00e8 stato completamente riprogettato per adattarsi meglio a grafi di shader grandi e complessi. Per migliorare la fruizione delle informazioni, i nodi ora sono colorati in base alla categoria, mentre le connessioni tra nodi utilizzano colori pi\u00f9 evidenti. Sono stati aggiunti due nuovi tipi di nodo \u2014 \u00abreroute\u00bb e \u00abframe\u00bb \u2014 per semplificare lo spostamento e l'evidenziazione visiva dei nodi.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/visual-shader-overhaul.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Aumentata la flessibilit\u00e0 nella gestione dei livelli. Aggiunto un nuovo nodo TileMapLayer per semplificare l'aggiunta di livelli. I nodi TileMap creati in precedenza possono essere trasformati in nodi TileMapLayer con un semplice clic nell'editor.       <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/tilemaplayer.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Riportato il supporto per l'esportazione di applicazioni web in modalit\u00e0 single-thread. Le applicazioni single-thread sono pi\u00f9 <a href=\"https:\/\/prohoster.info\/it\/ssl-sertifikat\/rapidssl-wildcard\/\"  data-wpil-monitor-id=\"3322\">compatibili con i browser<\/a> e non richiedono un supporto server complesso.\n<li class=\"l\"> Ottimizzata la performance in modalit\u00e0 multi-thread. Apportate modifiche che riducono la probabilit\u00e0 di deadlock. Aumentata l'affidabilit\u00e0 del caricamento multi-thread di risorse.\n<li class=\"l\"> Aggiunto un nuovo nodo SkeletonModifier3D agli strumenti per la creazione di animazioni scheletriche, semplificando l'organizzazione del movimento delle articolazioni tramite script. Aggiunte nuove opzioni per l'importazione di animazioni scheletriche in formato fbx. Nell'interfaccia di gestione delle animazioni aggiunta la possibilit\u00e0 di selezionare, copiare, incollare e duplicare i fotogrammi chiave.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/keyframes.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Aggiunta la possibilit\u00e0 di separare automaticamente le reti di navigazione in parti distinte, semplificando il lavoro con progetti contenenti ampi mondi di gioco, e riducendo il consumo di memoria e migliorando le prestazioni. La separazione \u00e8 configurabile tramite definizioni di confini e dimensioni utilizzando nuove propriet\u00e0 nelle risorse NavigationPolygon (2D) e NavigationMesh (3D).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/navigation-chunks.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Aggiunta la supporto integrato per l'importazione di file in formato fbx nell'editor, senza bisogno di un convertitore esterno. Resa possibile la riposizione del pannello di accesso al file system in fondo allo schermo, per liberare pi\u00f9 spazio per la visualizzazione dei file.              <center>  <video controls=\"\" style=\"width: 700px; height: 600px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/filesystem-editor-bottom.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Ripensato il design del gestore progetti, che ora consente accesso diretto a impostazioni dell'editor come lingua, tema, livello di zoom e modalit\u00e0 di rete. Aggiunto un componente per controllare la disponibilit\u00e0 di aggiornamenti.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/d14a0b9e9c4810be655af758d1e6201e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aggiunto un nuovo nodo Parallax2D, che facilita la creazione di un'illusione di profondit\u00e0 nei giochi 2D tramite il movimento di elementi di fondo a velocit\u00e0 diverse.\n<li class=\"l\"> Il sistema di rendering ha ricevuto il supporto anticipato per la miscelazione dei canali alfa nei shader 3D, consentendo la creazione di linguaggi di fiamma e fuochi d\u2019artificio pi\u00f9 realistici. \u00c8 stata aggiunta un'API per gestire gli effetti nella fase di compositing, che permette di integrare il proprio codice per modificare la logica di rendering (ad esempio, pu\u00f2 essere utilizzata per creare un effetto di sfocatura in movimento). Sono state ampliate le possibilit\u00e0 di generazione della nebbia, permettendo di definire dove inizia la nebbia e quando diventa completamente opaca. Il backend di rendering \u00abCompatibility\u00bb \u00e8 stato notevolmente migliorato.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/premultiplied-alpha.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Modernizzata l'architettura dell'oggetto RenderingDevice e aggiunto supporto per un grafo di rendering diretto aciclico, consentendo di ottimizzare il passaggio dei comandi all'API grafica, il che mostra un aumento della frequenza dei fotogrammi del 5-15% senza modificare la scena 3D.\n<li class=\"l\"> \u00c8 stato aggiunto un nuovo driver di rendering che utilizza Direct3D 12.\n<li class=\"l\"> In GDScript \u00e8 stata introdotta la possibilit\u00e0 di ridurre la dimensione del codice durante l'esportazione tramite pulizia, imballaggio e offuscamento. \u00c8 stato aggiunto un nuovo operatore \u00abis not\u00bb (ad esempio, \u00abif my_node is not Node3D:\u00bb). Le funzionalit\u00e0 di autocompletamento del codice nell'editor sono state ampliate.\n<li class=\"l\"> Sono state ampliate le funzionalit\u00e0 per la creazione di giochi per visori di realt\u00e0 virtuale, utilizzando OpenXR e WebXR. \u00c8 stata aggiunta la compatibilit\u00e0 con il simulatore Meta XR.    <center><img decoding=\"async\" alt=\"Uscita del motore di gioco open source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/7138226e20adb3f2f55d0ef06b33a456.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nei giochi per Web \u00e8 stata migliorata la qualit\u00e0 del suono ed \u00e8 stata aggiunta la possibilit\u00e0 di visualizzare uno screen saver.            <\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=61716\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0432\u043e\u0441\u044c\u043c\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 4.3, \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 \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":119517,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-119516","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 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u0432\u043e\u0441\u044c\u043c\u0438 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 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