4.0 幎éã®éçºãçµãŠã2D ããã³ 3D ã²ãŒã ã®äœæã«é©ããç¡æã®ã²ãŒã ãšã³ãžã³ Godot 2 ããªãªãŒã¹ãããŸããã ãã®ãšã³ãžã³ã¯ãåŠç¿ããããã²ãŒã ããžãã¯èšèªãã²ãŒã ãã¶ã€ã³çšã®ã°ã©ãã£ã«ã«ç°å¢ãã¯ã³ã¯ãªã㯠ã²ãŒã ãããã€ã¡ã³ã ã·ã¹ãã ãç©çããã»ã¹çšã®åºç¯ãªã¢ãã¡ãŒã·ã§ã³ããã³ã·ãã¥ã¬ãŒã·ã§ã³æ©èœãå èµãããã¬ãããã©ãŒãã³ã¹ã®ããã«ããã¯ãç¹å®ããã·ã¹ãã ããµããŒãããŠããŸãã ã ã²ãŒã ãšã³ãžã³ãã²ãŒã ãã¶ã€ã³ç°å¢ãããã³é¢é£éçºããŒã« (ç©çãšã³ãžã³ããµãŠã³ã ãµãŒããŒã3D/XNUMXD ã¬ã³ããªã³ã° ããã¯ãšã³ããªã©) ã®ã³ãŒãã¯ãMIT ã©ã€ã»ã³ã¹ã«åºã¥ããŠé åžãããŸãã
ãã®ãšã³ãžã³ã¯ãPCãã²ãŒã æ©ãã¢ãã€ã« ããã€ã¹åãã®å€ãã®ã²ãŒã ã®äœæãšå ¬éã«äœ¿çšãããŠããããä»æ§ã®ç¬èªè£œåã® 2014 幎éã®éçºãçµãŠãOKAM ã«ãã£ãŠ 3 幎ã«ãªãŒãã³ãœãŒã¹åãããŸããã ãã®ãšã³ãžã³ã¯ãäžè¬çãªãã¹ã¯ãããããã³ã¢ãã€ã« ãã©ãããã©ãŒã (LinuxãWindowsãmacOSãWiiãNintendo 3DSãPlayStation XNUMXãPS VitaãAndroidãiOSãBBX) ããã¹ãŠãµããŒãããŠããã»ããWeb çšã®ã²ãŒã éçºããµããŒãããŠããŸãã ããã«å®è¡ã§ãããã€ã㪠ã¢ã»ã³ããªããLinuxãAndroidãWindowsãmacOS çšã«äœæãããŠããŸãã
Godot 4.0 ãã©ã³ãã«ã¯çŽ 12 件ã®å€æŽãå«ãŸããŠããã7 件ã®ãã°ãä¿®æ£ãããŠããŸãã çŽ 1500 人ããšã³ãžã³ã®éçºãšããã¥ã¡ã³ãã®äœæã«åå ããŸããã äž»ãªå€æŽç¹ã¯æ¬¡ã®ãšããã§ãã
- Vulkan ã°ã©ãã£ãã¯ã¹ API ã«åºã¥ã 3 ã€ã®æ°ããã¬ã³ããªã³ã° ããã¯ãšã³ã (ã¯ã©ã¹ã¿ãŒåããã³ã¢ãã€ã«) ãææ¡ãããŠãããOpenGL ES ããã³ OpenGL ãä»ããŠã¬ã³ããªã³ã°ããããã¯ãšã³ãã眮ãæããŸãã å€ãäœé»åããã€ã¹ã®å Žåã¯ãæ°ããã¬ã³ããªã³ã° ã¢ãŒããã¯ãã£ã䜿çšããŠãOpenGL ããŒã¹ã®äºææ§ããã¯ãšã³ããçµ±åãããŠããŸãã äœè§£å床ã§ã®ãã€ããã㯠ã¬ã³ããªã³ã°ã§ã¯ãAMD FSR (FidelityFX Super Resolution) ã¹ãŒããŒãµã³ããªã³ã° ãã¯ãããžãŒã䜿çšãããŠããã空éã¹ã±ãŒãªã³ã°ãšè©³çŽ°åæ§æã¢ã«ãŽãªãºã ã䜿çšããŠãã¢ããã¹ã±ãŒãªã³ã°ããã³é«è§£å床ãžã®ã¢ããã¹ã±ãŒãªã³ã°æã®ç»è³ªã®æ倱ã軜æžããŸãã Direct12D XNUMX ã«åºã¥ãã¬ã³ããªã³ã° ãšã³ãžã³ãå®è£
ãããŠãããWindows ããã³ Xbox ãã©ãããã©ãŒã ã®ãµããŒããåäžããŸãã
- ãã«ããŠã£ã³ã㊠ã¢ãŒãã§ã€ã³ã¿ãŒãã§ã€ã¹ãæäœããæ©èœãè¿œå ãããŸãã (ããŸããŸãªããã«ãšã€ã³ã¿ãŒãã§ã€ã¹ã®äžéšãåå¥ã®ãŠã£ã³ããŠãšããŠãããã³ã°è§£é€ã§ããŸã)ã
- æ°ãããŠãŒã¶ãŒ ã€ã³ã¿ãŒãã§ã€ã¹ ãšãã£ã¿ãŒãšæ°ããããžã¥ã¢ã« ãã¶ã€ã³ ãŠã£ãžã§ãããè¿œå ãããŸããã
- æ°ããããŒããšãã£ã¿ãè¿œå ããŸããã
- ç
§æãšåœ±ã®å¶åŸ¡ã·ã¹ãã ã¯ããªã¢ã«ã¿ã€ã SDFGI (Signed Distance Field Global Illumination) ãã¯ãããžãŒã䜿çšããŠå®å
šã«æžãçŽãããŸããã 圱ã®ã¬ã³ããªã³ã°ã®å質ã倧å¹
ã«åäžããŸããã
- ã·ãŒã³ãåå°å
ã§åããããã«äœ¿çšããã GIProbe ããŒãã¯ãå°èŠæš¡ããäžèŠæš¡ã®å±å
ã€ã³ããªã¢ã®ã·ãŒã³ã§ã®ãªã¢ã«ã¿ã€ã ã®ã©ã€ãã£ã³ã°åŠçã«æé©ãª VoxelGI ããŒãã«çœ®ãæããããŸããã äœé»åããŒããŠã§ã¢ã®å Žåãã©ã€ã ãããã䜿çšããŠã©ã€ããšã·ã£ããŠãããã¢ã¯ãã£ãã«ã¬ã³ããªã³ã°ããããšãå¯èœã«ãªããGPU ã䜿çšããŠã¬ã³ããªã³ã°ãé«éåã§ããããã«ãªããŸããã
- æ°ããã¬ã³ããªã³ã°æé©åææ³ãå®è£
ãããŸããã èªåãªã¯ã«ãŒãžã§ã³ ã«ãªã³ã°ãè¿œå ããŸãããããã¯ãä»ã®ãµãŒãã§ã¹ã®èåŸã«é ããŠããã¢ãã«ãåçã«æ€åºããŠåé€ããã¬ã³ããªã³ã° ããã©ãŒãã³ã¹ãåäžãããCPU ãš GPU ã®è² è·ã軜æžããŸãã
- SSIL (Screen Space Indirect Lighting) ã¢ãŒããè¿œå ããæãé åãšéæ¥ç §æã®åŠçãæ¹åããããšã§ããã€ãšã³ã ããŒããŠã§ã¢ã§ã®ã¬ã³ããªã³ã°å質ãåäžãããŸããã ããã«ãçŽæ¥å ã®åœ±é¿ã¬ãã«ã®éžæãªã©ãSSAO (ã¹ã¯ãªãŒã³ ã¹ããŒã¹ ã¢ã³ããšã³ã ãªã¯ã«ãŒãžã§ã³) æè¡ã䜿çšããŠæ¡æ£éæ¥ç §æãã·ãã¥ã¬ãŒãããããã®è¿œå èšå®ãæäŸãããŠããŸãã
- å ã®åŒ·åºŠã調æŽããçµããã·ã£ãã¿ãŒ ã¹ããŒããISO ãªã©ã®æšæºçãªã«ã¡ã©èšå®ã䜿çšããŠæçµã·ãŒã³ã®æãããå¶åŸ¡ã§ãããçŸå®çãªç §æãŠããããææ¡ãããŠããŸãã
- 2D ã²ãŒã çšã®æ°ããã¬ãã«ç·šéããŒã«ãè¿œå ããŸããã XNUMXD ã²ãŒã éçºããã»ã¹ã«æ ¹æ¬çãªå€æŽãå ããããŸããã æ°ããã¿ã€ã«ããã ãšãã£ã¿ãè¿œå ãããã¬ã€ã€ãŒã颚æ¯ã®èªåå¡ãã€ã¶ããæ€ç©ãç³ãããŸããŸãªãªããžã§ã¯ãã®ã©ã³ãã ãªé
眮ããªããžã§ã¯ãã®æè»ãªéžæããµããŒããããããã«ãªããŸããã ã¿ã€ã« ããããšããããæ§ç¯ããããã®ãã©ã°ã¡ã³ãã®ã»ãã (ã¿ã€ã«ã»ãã) ã®æäœãçµ±åãããŸããã ã»ããå
ã®ãã©ã°ã¡ã³ãã®èªåæ¡åŒµã¯ãé£æ¥ãããã©ã°ã¡ã³ãéã®ã¹ããŒã¹ãæé€ããããã«æäŸãããŸãã ã¿ã€ã«ã°ãªããã®ã»ã«ã«ãã£ã©ã¯ã¿ãŒãè¿œå ãããªã©ãã¹ããŒãžäžã«ãªããžã§ã¯ããé
眮ããæ©èœãè¿œå ãããŸããã
- 2D ã¬ã³ããªã³ã°ã§ã¯ããã£ã³ãã¹ ã°ã«ãŒãã䜿çšããŠãéãªã£ãŠãããã£ã³ãã¹èŠçŽ ããã¬ã³ãã§ããŸããããšãã°ãè€æ°ã®ã¹ãã©ã€ããã°ã«ãŒãåããã¹ãã©ã€ãã 2 ã€ã®èŠçŽ ã§ãããã®ããã«èæ¯ã«ãã¬ã³ãã§ããŸãã Clip Children ããããã£ãè¿œå ãããŸãããããã«ãããä»»æã® 2D èŠçŽ ããã¹ã¯ãšããŠäœ¿çšã§ããããã«ãªããŸãã XNUMXD ãšã³ãžã³ã«ã¯ãMSAA (ãã«ããµã³ãã« ã¢ã³ããšã€ãªã¢ã¹) ã䜿çšããŠç»è³ªãåäžãããããæ»ãããªãšããžãäœæãããªãã·ã§ã³ãè¿œå ãããŠããŸãã
- 2D ã²ãŒã ã«ãããç
§æãšåœ±ã®åŠçãæ¹åãããŸããã è€æ°ã®å
æºã䜿çšããå Žåã®ããã©ãŒãã³ã¹ã倧å¹
ã«åäžããŸããã æ³ç·ãããã®ç
§æã¬ãã«ãå€æŽããããšã§ XNUMX 次å
æ§ãã·ãã¥ã¬ãŒãããããé·ã圱ããããŒãæ確ãªèŒªéãªã©ã®èŠèŠå¹æãäœæãããããæ©èœãè¿œå ãããŸããã
- æéçåæ圱æè¡ã䜿çšããŠããªã¢ã«ãªå€èŠ³ãšé«ãããã©ãŒãã³ã¹ãå®çŸããããªã¥ãŒã ãã©ã°ãšãã§ã¯ããè¿œå ããŸããã
- ãªã¢ã«ã¿ã€ã ã§å€åããé²ãåçã«çæã§ããã¯ã©ãŠã ã·ã§ãŒããŒãè¿œå ãããŸããã
- ãããªã¢ã«ãè¡šé¢ã«æ圱ããæ¹æ³ã§ããããã«ãŒã«ãã®ãµããŒããè¿œå ãããŸããã
- GPU ã䜿çšããã¢ãã©ã¯ã¿ãŒãè¡çªããã«ãŒã ããšããã¿ãŒããµããŒãããã²ãŒã å
šäœã®ããŒãã£ã¯ã« ãšãã§ã¯ããè¿œå ããŸããã
- ã·ã§ãŒããèŠèŠçã«ç·šéããããã®ã€ã³ã¿ãŒãã§ã€ã¹æ©èœãæ¡åŒµãããŸããã
- ã·ã§ãŒããŒèšèªã¯ãæ§é ãããªããã»ããµ ãã¯ããã·ã§ãŒããŒçœ®æ (include ã¹ããŒãã¡ã³ã)ãçµ±åé åãããã³ãã©ã°ã¡ã³ã ãã³ãã©ãŒããã©ã€ãã£ã³ã° ãã³ãã©ãŒã«ããŒã¿ãæž¡ãããã®ãvariingãã®äœ¿çšã®ãµããŒããå«ãããã«æ¡åŒµãããŸããã
- GPU ã䜿çšããŠã¢ã«ãŽãªãºã ãé«éåããèšç®ã·ã§ãŒããŒã䜿çšããæ©èœãè¿œå ãããŸããã
- GDScript ã¹ã¯ãªããèšèªã§ã¯ãéçåä»ãã·ã¹ãã ãæ¹åãããããããã£ãå®çŸ©ããããã®æ°ããæ§æãè¿œå ãããawait ããŒã¯ãŒããš super ããŒã¯ãŒããææ¡ãããmap/reduce æäœãè¿œå ãããæ°ãã泚éã·ã¹ãã ãå®è£
ãããŸãããå€æ°åãé¢æ°åã«Unicodeæåã䜿çšã§ããããã«ãªããŸããã ããã¥ã¡ã³ããèªåçæããããŒã«ãè¿œå ããŸããã GDScript ã©ã³ã¿ã€ã ã®ããã©ãŒãã³ã¹ãšå®å®æ§ãåäžããŸããã éçºç°å¢ã§ã¯ãè€æ°ã®ãšã©ãŒãäžåºŠã«è¡šç€ºããããšãã§ããäžè¬çãªåé¡ã«å¯ŸããŠæ°ããèŠåãè¿œå ãããŸããã
- C# ã§ã²ãŒã ããžãã¯ãéçºããå¯èœæ§ãåºãããŸããã .NET 6 ãã©ãããã©ãŒã ãš C# 10 èšèªã®ãµããŒããè¿œå ãããŸãããã¹ã«ã©ãŒå€ã«å¯Ÿã㊠64 ãããåãæå¹ã«ãªããŸããã å€ãã® API ã int ãš float ãã long ãš double ã«å€æãããŸããã C# ã€ãã³ãã®åœ¢åŒã§ã·ã°ãã«ãå®çŸ©ããæ©èœãæäŸããŸãã C# 㧠GDExtensions ãéçºããæ©èœãè¿œå ãããŸããã
- æ¡åŒµæ©èœ (GDExtension) ã®å®éšçãµããŒããè¿œå ãããŸãããããã䜿çšãããšããšã³ãžã³ãåæ§ç¯ãããã³ãŒããå€æŽãããããã«ããšã³ãžã³ã®æ©èœãæ¡åŒµã§ããŸãã
- ããã©ã«ãã§ã¯ãç©çããã»ã¹ãã·ãã¥ã¬ãŒãããããã®ç¬èªã®ãšã³ãžã³ Godot Physics ãæäŸãããã³ã³ãã¥ãŒã¿ ã²ãŒã ã«åºæã®åé¡ã解決ããããã«æé©åããã以åã«äœ¿çšãããŠãã Bullet ãšã³ãžã³ãšæ©èœãåçã«ãªããŸã (ããšãã°ãGodot Physics ã¯æ°ãã圢åŒã®åŠçãè¿œå ããŸãã)è¡çªãé«ããããã®ãµããŒããè¡£æã·ãã¥ã¬ãŒã·ã§ã³ã«ããŒã SoftBody ã䜿çšããæ©èœ)ã ããã©ãŒãã³ã¹ã®æé©åãå®è¡ããã2D ããã³ 3D ç°å¢ã§ç©çããã»ã¹ãã·ãã¥ã¬ãŒãããéã«ãç°ãªã CPU ã³ã¢éã§è² è·ãåæ£ããããã«ãã«ãã¹ã¬ããã®äœ¿çšãæ¡åŒµãããŸããã ã·ãã¥ã¬ãŒã·ã§ã³ã«é¢ããå€ãã®åé¡ã解決ãããŸããã
- æ°ããããã¹ã ã¬ã³ããªã³ã° ã·ã¹ãã ãææ¡ãããŠãããããã¹ãã®ããªãã³ã°ãšæãè¿ãããã詳现ã«å¶åŸ¡ããããããç»é¢è§£å床ã§é«ãé®®æ床ãæäŸããŸãã
- ããŒã«ãªãŒãŒã·ã§ã³ããã³ç¿»èš³äœæ¥ã®ããã®ããŒã«ãæ¡åŒµãããŸããã
- 2D ããã³ 3D ã¢ã»ãããã€ã³ããŒãããããã®å¥ã®ãã€ã¢ãã°ãè¿œå ãããã€ã³ããŒããããã·ãŒã³ããããªã¢ã«ãããã³ç©çããããã£ã®ãã¬ãã¥ãŒãšèšå®å€æŽããµããŒããããŸããã
- å€æŽãå
ã«æ»ãããã®ããã«ããæ°ããã«ã©ãŒéžæãšãã¬ããæŽæ°ãã€ã¢ãã°ãªã©ãæ°ãããŠã£ãžã§ããããšãã£ã¿ãŒã«è¿œå ãããŸããã
- æ€æ»ã€ã³ã¿ãŒãã§ã€ã¹ãã·ãŒã³ ã³ã³ãããŒã« ããã«ãããã³ã¹ã¯ãªãã ãšãã£ã¿ãŒãæŽæ°ãããŸããã æ§æã®åŒ·èª¿è¡šç€ºãæ¹åãããè€æ°ã®ã«ãŒãœã«ã衚瀺ããæ©èœãè¿œå ãããJSON ããã³ YAML 圢åŒãç·šéããããã®ããŒã«ãæäŸãããŸããã
- ã¢ãã¡ãŒã·ã§ã³ ãšãã£ã¿ãŒã®æ©èœãæ¡åŒµããã圢ç¶ã®ãã¬ã³ãã®ãµããŒããè¿œå ãããããžã§æ²ç·ã«åºã¥ããããã»ã¹ãæ¹åãããŸããã ã¡ã¢ãªæ¶è²»éãåæžããããã«ãå§çž®ãµããŒããå«ããããã« 3D ã¢ãã¡ãŒã·ã§ã³ ã³ãŒããæžãçŽããŸããã ã¢ãã¡ãŒã·ã§ã³ããã¬ã³ãããŠãã©ã³ãžã·ã§ã³å¹æãäœæããã·ã¹ãã ãæžãçŽãããŸããã è€éãªã¢ãã¡ãŒã·ã§ã³ãäœæããå¯èœæ§ãåºãããŸããã äœæããã¢ãã¡ãŒã·ã§ã³ãä¿åããã³åå©çšããããã«ãã¢ãã¡ãŒã·ã§ã³ ã©ã€ãã©ãªãææ¡ãããŠããŸãã
- ã¹ã¯ãªãŒã³ã»ãŒããŒã®äœæããããªã®é²ç»ã®ããã«ãæé«å質ã§ã·ãŒã³ããã¬ãŒã ããšã«ã¬ã³ããªã³ã°ããã ãŒããŒäœæã¢ãŒããè¿œå ãããŸããã
- 3D ãããã»ãããšä»®æ³çŸå®ãã©ãããã©ãŒã ã®ãµããŒããæ¡åŒµãããŸããã ãšã³ãžã³ã®äž»èŠéšåã«ã¯ãä»®æ³çŸå®ããã³æ¡åŒµçŸå®ã¢ããªã±ãŒã·ã§ã³ãäœæããããã®ãŠãããŒãµã« API ãå®çŸ©ãã OpenXR æšæºã®ãµããŒããçµã¿èŸŒãŸããŠããŸãã Windows ãš Linux ã¯ãSteamVRãOculusãMonado ãããã»ãããªã©ãäžè¬ç㪠3D ãããã»ããããã¹ãŠãµããŒãããŠããŸãã
- ãªã³ã©ã€ã³ ã²ãŒã ãç·šæããããã®ãµãã·ã¹ãã ã®å®å®æ§ãåäžãããã«ããã¬ã€ã€ãŒ ã²ãŒã ã®éçºããã»ã¹ãç°¡çŽ åãããŸããã
- ãµãŠã³ã ã·ã¹ãã ã®æ©èœãæ¡åŒµãããåæçºé³æ°ã®ãµããŒããçµã¿èŸŒãŸããé³å£°åæçšã® API ãè¿œå ããããªãŒãã£ãªãã«ãŒãããæ©èœãå®è£ ãããŸããã
- Godot ã€ã³ã¿ãŒãã§ã€ã¹ã¯ Android ã¿ãã¬ããã Web ãã©ãŠã¶ã§å®è¡ã§ããŸãã
- ããŸããŸãª CPU ã¢ãŒããã¯ãã£åãã«ã²ãŒã ãæ§ç¯ããããã®æ°ããã·ã¹ãã ãè¿œå ããŸããã ããšãã°ãRaspberry PiãMicrosoft VolterraãSurface Pro XãPine PhoneãVisionFiveãARM ChromebookãAsahi Linux çšã«ãã«ãã§ããããã«ãªããŸããã
- äºææ§ãæãªãå€æŽã API ã«å ããããŸããã Godot 3.x ãã Godot 4.0 ãžã®ç§»è¡ã«ã¯ã¢ããªã±ãŒã·ã§ã³ã®åäœæ¥ãå¿ èŠã§ãããGodot 3.x ãã©ã³ãã®ãµããŒã ãµã€ã¯ã«ã¯é·ãããã®é·ãã¯å€ã API ã«å¯ŸãããŠãŒã¶ãŒã®éèŠã«ãã£ãŠç°ãªããŸãã
åºæïŒ ãªãŒãã³ããã.ru