{"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\/pt\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","title":{"rendered":"Lan\u00e7amento do motor de jogo open source Godot 4.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ap\u00f3s oito meses de desenvolvimento, foi lan\u00e7ado o novo motor de jogos gratuito Godot 4.3, adequado para a cria\u00e7\u00e3o de jogos 2D e 3D. O motor suporta uma linguagem f\u00e1cil de aprender para definir a l\u00f3gica do jogo, um ambiente gr\u00e1fico para o design de jogos, um sistema de implanta\u00e7\u00e3o de jogos com um clique, abrangentes capacidades de anima\u00e7\u00e3o e simula\u00e7\u00e3o de processos f\u00edsicos, um depurador integrado e um sistema de identifica\u00e7\u00e3o de gargalos de desempenho. O c\u00f3digo do motor de jogos, do ambiente de design de jogos e das ferramentas de desenvolvimento associadas (motor f\u00edsico, servidor de \u00e1udio, backends de renderiza\u00e7\u00e3o 2D\/3D etc.) \u00e9 distribu\u00eddo sob a licen\u00e7a MIT.     <\/p>\n<p>Os c\u00f3digos-fonte do motor foram tornados p\u00fablicos em 2014 pelo est\u00fadio OKAM, ap\u00f3s dez anos de desenvolvimento de um produto propriet\u00e1rio de n\u00edvel profissional, que foi utilizado para criar e publicar muitos jogos para PC, consoles de jogos e dispositivos m\u00f3veis. O motor suporta todas as populares plataformas de desktop e m\u00f3veis (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), bem como o desenvolvimento de jogos para a Web. Compila\u00e7\u00f5es bin\u00e1rias prontas para execu\u00e7\u00e3o foram criadas para Linux, Android, Windows e macOS.     <\/p>\n<p>Principais mudan\u00e7as:  <\/p>\n<ul>\n<li class=\"l\"> Adicionada suporte experimental integrado ao protocolo Wayland em sistemas Linux e BSD.\n<li class=\"l\"> Novos recursos AudioStreamInteractive, AudioStreamPlaylist e AudioStreamSynchronized foram adicionados, permitindo criar trilhas sonoras din\u00e2micas que mudam com base no contexto do jogo.\n<li class=\"l\"> Adicionada a capacidade de interpola\u00e7\u00e3o na simula\u00e7\u00e3o de processos f\u00edsicos em um espa\u00e7o bidimensional, criando quadros adicionais para a renderiza\u00e7\u00e3o de estados intermedi\u00e1rios entre a posi\u00e7\u00e3o atual e a pr\u00f3xima de um objeto, tornando a exibi\u00e7\u00e3o mais suave em telas de alta taxa de atualiza\u00e7\u00e3o e em dispositivos de baixo desempenho.\n<li class=\"l\"> O editor visual de shaders foi completamente reformulado, agora adaptado para trabalhar melhor com gr\u00e1ficos de shaders grandes e complexos. Para melhorar a visualiza\u00e7\u00e3o das informa\u00e7\u00f5es, os n\u00f3s agora s\u00e3o coloridos de acordo com suas categorias, e as conex\u00f5es entre os n\u00f3s usam cores mais chamativas. Dois novos tipos de n\u00f3s foram adicionados \u2014 'reroute' e 'frame' para facilitar a movimenta\u00e7\u00e3o e a visualiza\u00e7\u00e3o dos n\u00f3s.      <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\"> A flexibilidade no trabalho com camadas foi aumentada. Um novo n\u00f3 TileMapLayer foi adicionado para facilitar a adi\u00e7\u00e3o de camadas. N\u00f3s TileMap criados anteriormente podem ser transformados em n\u00f3s TileMapLayer com um \u00fanico clique no 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\"> Foi restaurado o suporte \u00e0 exporta\u00e7\u00e3o de aplicativos para Web, operando em modo de thread \u00fanica. Aplica\u00e7\u00f5es de thread \u00fanica s\u00e3o melhor <a href=\"https:\/\/prohoster.info\/pt\/ssl-sertifikat\/rapidssl-wildcard\/\"  data-wpil-monitor-id=\"3322\">compat\u00edveis com navegadores<\/a> e n\u00e3o requerem um suporte de servidor complexo.\n<li class=\"l\"> A otimiza\u00e7\u00e3o de desempenho em modo multithread foi realizada. Altera\u00e7\u00f5es foram feitas para reduzir a probabilidade de deadlocks. A confiabilidade do carregamento de recursos multithread foi aumentada.\n<li class=\"l\"> Foi adicionado um novo n\u00f3 SkeletonModifier3D \u00e0s ferramentas de cria\u00e7\u00e3o de anima\u00e7\u00f5es esquel\u00e9ticas, simplificando a organiza\u00e7\u00e3o do movimento das articula\u00e7\u00f5es usando scripts. Novas op\u00e7\u00f5es foram adicionadas para importar anima\u00e7\u00f5es esquel\u00e9ticas no formato fbx. A interface de controle de anima\u00e7\u00f5es agora suporta sele\u00e7\u00e3o, c\u00f3pia, colagem e duplica\u00e7\u00e3o de quadros-chave.      <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\"> Adicionada a capacidade de dividir automaticamente as malhas de navega\u00e7\u00e3o em partes separadas, o que facilita o trabalho com projetos que cont\u00eam grandes mundos de jogos, al\u00e9m de reduzir o consumo de mem\u00f3ria e aumentar o desempenho. A divis\u00e3o \u00e9 configur\u00e1vel atrav\u00e9s de defini\u00e7\u00f5es de limites e tamanhos com novas propriedades nos recursos 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\"> O editor agora possui suporte embutido para importa\u00e7\u00e3o de arquivos no formato fbx, dispensando a necessidade de um conversor externo. Tamb\u00e9m \u00e9 poss\u00edvel mover o painel de acesso ao sistema de arquivos para a parte inferior da tela, permitindo mais espa\u00e7o livre para visualiza\u00e7\u00e3o dos arquivos.              <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\"> A apar\u00eancia do gerenciador de projetos foi reformulada, oferecendo acesso direto a configura\u00e7\u00f5es do editor, como idioma, tema, n\u00edvel de zoom e modo de rede. Foi adicionado um componente para verificar atualiza\u00e7\u00f5es.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/d14a0b9e9c4810be655af758d1e6201e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Foi adicionado um novo n\u00f3 Parallax2D, que simplifica a cria\u00e7\u00e3o da ilus\u00e3o de profundidade em jogos 2D atrav\u00e9s do movimento de elementos de fundo a diferentes velocidades.\n<li class=\"l\"> O sistema de renderiza\u00e7\u00e3o agora possui suporte preliminar para a mistura de canais alfa em shaders 3D, permitindo a cria\u00e7\u00e3o de l\u00ednguas de fogo e fogos de artif\u00edcio mais realistas. Um API de controle de efeitos na fase de composi\u00e7\u00e3o foi adicionado, permitindo a integra\u00e7\u00e3o do seu c\u00f3digo para alterar a l\u00f3gica de renderiza\u00e7\u00e3o (por exemplo, pode ser usado para criar um efeito de desfoque em movimento). As capacidades de gera\u00e7\u00e3o de n\u00e9voa foram ampliadas, permitindo definir onde a n\u00e9voa come\u00e7a e quando se torna completamente opaca. O backend de renderiza\u00e7\u00e3o 'Compatibility' foi significativamente aprimorado.      <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\"> A arquitetura do objeto RenderingDevice foi modernizada e agora suporta gr\u00e1ficos ac\u00edclicos direcionados, permitindo otimizar a transfer\u00eancia de comandos para a API gr\u00e1fica, demonstrando um aumento na taxa de quadros de 5-15% sem altera\u00e7\u00f5es na cena 3D.\n<li class=\"l\"> Um novo driver de renderiza\u00e7\u00e3o foi adicionado, utilizando o Direct3D 12.\n<li class=\"l\"> No GDScript, agora \u00e9 poss\u00edvel reduzir o tamanho do c\u00f3digo ao export\u00e1-lo, atrav\u00e9s de limpeza, empacotamento e ofusca\u00e7\u00e3o. Um novo operador 'is not' foi adicionado (por exemplo, 'if my_node is not Node3D:'). As capacidades de autocompletar c\u00f3digo no editor foram expandidas.\n<li class=\"l\"> As possibilidades para cria\u00e7\u00e3o de jogos para headsets de realidade virtual foram ampliadas, utilizando OpenXR e WebXR. Suporte ao simulador Meta XR Simulator foi adicionado.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo open source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/7138226e20adb3f2f55d0ef06b33a456.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A qualidade do som em jogos para a Web foi aprimorada e a exibi\u00e7\u00e3o de telas iniciais foi adicionada.            <\/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 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[&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-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 \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, 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