{"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\/pt\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Lan\u00e7amento do motor de jogo aberto Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ap\u00f3s 6 meses de desenvolvimento, foi lan\u00e7ada a vers\u00e3o gratuita do motor de jogos Godot 3.4, adequado para a cria\u00e7\u00e3o de jogos 2D e 3D. O motor suporta uma linguagem de script f\u00e1cil de aprender para l\u00f3gica de jogos, uma interface gr\u00e1fica para design de jogos, um sistema de implanta\u00e7\u00e3o de jogos com um clique, amplas capacidades de anima\u00e7\u00e3o e simula\u00e7\u00e3o f\u00edsica, um depurador integrado e um sistema de detec\u00e7\u00e3o de gargalos de desempenho. O c\u00f3digo do motor de jogos, a interface de design e as ferramentas de desenvolvimento associadas (motor f\u00edsico, servidor de som, backends de renderiza\u00e7\u00e3o 2D\/3D, etc.) s\u00e3o licenciados sob a licen\u00e7a MIT.       <\/p>\n<p>Os c\u00f3digos-fonte do motor foram tornados abertos em 2014 pelo est\u00fadio OKAM, ap\u00f3s dez anos de desenvolvimento de um produto propriet\u00e1rio de n\u00edvel profissional, que foi usado na cria\u00e7\u00e3o e publica\u00e7\u00e3o de muitos jogos para PC, consoles e dispositivos m\u00f3veis. O motor suporta todas as principais plataformas de desktop e m\u00f3vel (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), bem como desenvolvimento de jogos para Web. Compila\u00e7\u00f5es bin\u00e1rias prontas para uso foram formadas para Linux, Windows e macOS.     <\/p>\n<p>Em um ramo separado, um novo backend de renderiza\u00e7\u00e3o baseado na API gr\u00e1fica Vulkan est\u00e1 em desenvolvimento, que ser\u00e1 oferecido na pr\u00f3xima vers\u00e3o do Godot 4.0, em vez dos backends de renderiza\u00e7\u00e3o atuais via OpenGL ES 3.0 e OpenGL 3.3 (o suporte para OpenGL ES e OpenGL ser\u00e1 mantido atrav\u00e9s da opera\u00e7\u00e3o do backend mais antigo OpenGL ES 2.0\/OpenGL 2.1 sobre a nova arquitetura de renderiza\u00e7\u00e3o baseada em Vulkan). A transi\u00e7\u00e3o do Godot 3.x para o Godot 4.0 exigir\u00e1 uma reestrutura\u00e7\u00e3o das aplica\u00e7\u00f5es devido \u00e0 quebra de compatibilidade no n\u00edvel da API, mas um longo ciclo de suporte ser\u00e1 garantido para a ramifica\u00e7\u00e3o do Godot 3.x, cuja dura\u00e7\u00e3o depender\u00e1 da demanda dos usu\u00e1rios por essa API.       <\/p>\n<p>O Godot 3.4 se destaca pela adi\u00e7\u00e3o das seguintes novidades:  <\/p>\n<ul>\n<li class=\"l\"> A interface do usu\u00e1rio para editar temas foi reformulada, proporcionando um processo visual claro de sele\u00e7\u00e3o de n\u00f3s e permitindo a altera\u00e7\u00e3o do design sem sair do modo de pr\u00e9-visualiza\u00e7\u00e3o.        <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=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" 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\"> Foram feitas melhorias no editor para aumentar a facilidade de uso: adicionada a fun\u00e7\u00e3o de carregamento r\u00e1pido de recursos no modo de inspe\u00e7\u00e3o, permitido a cria\u00e7\u00e3o de um n\u00f3 em qualquer posi\u00e7\u00e3o, adicionado um novo interface de exporta\u00e7\u00e3o de modelos, implementadas opera\u00e7\u00f5es adicionais com gizmo (sistema de volumes limitadores) e melhorado o editor de anima\u00e7\u00e3o baseado em curvas de 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=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" 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\"> Adicionado o modo de desfazimento de altera\u00e7\u00f5es, permitindo reverter todas as mudan\u00e7as na cena causadas pela aplica\u00e7\u00e3o de anima\u00e7\u00f5es atrav\u00e9s do AnimationPlayer, em vez de desfazer cada propriedade individualmente.\n<li class=\"l\"> Adicionada uma op\u00e7\u00e3o nas configura\u00e7\u00f5es para alterar o n\u00edvel de zoom da \u00e1rea de visualiza\u00e7\u00e3o 2D (2D viewport), que pode ser utilizada, por exemplo, para aumentar ou diminuir elementos 2D, independentemente do modo de estiramento atual.\n<li class=\"l\"> Na API de File, foi adicionada a capacidade de trabalhar com arquivos (incluindo PCK) que t\u00eam mais de 2 GB.\n<li class=\"l\"> Foram inclu\u00eddas altera\u00e7\u00f5es para aumentar a suavidade de renderiza\u00e7\u00e3o atrav\u00e9s do c\u00e1lculo de altera\u00e7\u00f5es em quadros sem liga\u00e7\u00e3o ao temporizador do sistema e resolu\u00e7\u00e3o de problemas de sincroniza\u00e7\u00e3o de sa\u00edda ao usar vsync.\n<li class=\"l\"> No sistema de processamento de entrada InputEvents, foi adicionada a suporte para binding a scancodes que refletem o posicionamento f\u00edsico das teclas no teclado, independentemente do layout ativo (por exemplo, as teclas WASD no layout QWERTY ser\u00e3o automaticamente mapeadas para as teclas ZQSD no layout franc\u00eas AZERTY).\n<li class=\"l\"> Interfaces AESContext e HMACContext foram adicionadas para acesso via scripts aos algoritmos de criptografia AES-ECB, AES-CBC e HMAC. Tamb\u00e9m foi adicionado a capacidade de salvar e ler chaves p\u00fablicas RSA para a gera\u00e7\u00e3o e verifica\u00e7\u00e3o de assinaturas digitais.\n<li class=\"l\"> O motor de renderiza\u00e7\u00e3o recebeu suporte inicial para parar a renderiza\u00e7\u00e3o de objetos que ficam em foco na c\u00e2mera, mas n\u00e3o est\u00e3o vis\u00edveis devido \u00e0 sobreposi\u00e7\u00e3o com outros objetos (por exemplo, que est\u00e3o atr\u00e1s de uma parede). O recorte raster (no n\u00edvel de pixels individuais) de sobreposi\u00e7\u00f5es ser\u00e1 implementado apenas na branch Godot 4, enquanto a Godot 3 inclui alguns m\u00e9todos geom\u00e9tricos de recorte de objetos sobrepostos e suporte para corte portal.    <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=\"Por que no hosting comum a administra\u00e7\u00e3o do PrestaShop \u00e9 lenta, e no seu n\u00e3o \u00e9?\" 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\"> Adicionado um novo m\u00e9todo de tonifica\u00e7\u00e3o ACES Fitted, que permite alcan\u00e7ar maior realismo e precis\u00e3o f\u00edsica atrav\u00e9s do aumento do contraste de objetos brilhantes.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo aberto Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Adicionada a suportar a forma de emiss\u00e3o de part\u00edculas tridimensionais na forma de an\u00e9is ou cilindros ocos.\n<li class=\"l\"> No motor de simula\u00e7\u00e3o de processos f\u00edsicos, a performance de gera\u00e7\u00e3o de objetos convexos a partir de malhas foi significativamente aprimorada e o modo de rastreamento de colis\u00f5es na interface de inspe\u00e7\u00e3o foi reformulado. Para o motor de f\u00edsica 2D, adicionou-se suporte \u00e0 estrutura BVH (Bounding Volume Hierarchy) para divis\u00e3o espacial din\u00e2mica. No motor de f\u00edsica 3D, foi implementado o suporte para a fun\u00e7\u00e3o HeightMapShapeSW e adicionados recursos de sincroniza\u00e7\u00e3o com KinematicBody3D.\n<li class=\"l\"> Adicionada a capacidade de exportar cenas 3D no formato glTF, por exemplo, para abrir malhas preparadas no Godot no Blender.\n<li class=\"l\"> Adicionado suporte ao modo de compress\u00e3o de imagens WebP sem perdas, que agora \u00e9 aplicado por padr\u00e3o para a compress\u00e3o de texturas ao inv\u00e9s do formato PNG.\n<li class=\"l\"> No port para a plataforma Android, foi adicionada a suporte inicial \u00e0 API de armazenamento em escopo e um novo m\u00e9todo de carregamento de recursos adicionais (Play Asset Delivery) para arquivos execut\u00e1veis no formato AAB (Android App Bundle).\n<li class=\"l\"> Para a plataforma HTML5, foi implementada a possibilidade de instala\u00e7\u00e3o na forma de PWA (Progressive Web Apps), adicionado a interface JavaScriptObject para intera\u00e7\u00e3o entre Godot e JavaScript (por exemplo, \u00e9 poss\u00edvel chamar m\u00e9todos JavaScript a partir de scripts Godot), e para compila\u00e7\u00f5es multithread, foi implementado o suporte para AudioWorklet.\n<li class=\"l\"> Para a plataforma macOS, foi adicionado suporte aos sistemas em 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-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - 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, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e 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