{"id":155487,"date":"2026-01-27T17:11:54","date_gmt":"2026-01-27T15:11:57","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6"},"modified":"2026-02-14T22:41:30","modified_gmt":"2026-02-14T20:41:30","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"Lan\u00e7amento do motor de jogo aberto Godot 4.6","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Foi lan\u00e7ado o Godot 4.6, um motor de jogo livre, 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 jogo, um ambiente gr\u00e1fico para design de jogos, um sistema de implanta\u00e7\u00e3o de jogos com um clique, recursos de anima\u00e7\u00e3o e simula\u00e7\u00e3o de processos f\u00edsicos, um depurador embutido e um sistema de detec\u00e7\u00e3o de gargalos de desempenho. O c\u00f3digo do motor de jogo, do ambiente de design de jogos e das ferramentas de desenvolvimento associadas (motor f\u00edsico, servidor de som, 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 no Godot 4.6 (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> No editor oferece um novo tema padr\u00e3o chamado &#171;Modern&#187;, que se destaca pelo seu design contempor\u00e2neo, com um destaque mais contrastante das informa\u00e7\u00f5es para aumentar a legibilidade, otimiza\u00e7\u00e3o dos espa\u00e7os entre os elementos e uma paleta de cores em tons de cinza. Para os usu\u00e1rios acostumados ao antigo design, h\u00e1 uma op\u00e7\u00e3o para retornar ao tema cl\u00e1ssico.    <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo aberto Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/067155ac4d2fdc1f64bf466fdc59f946.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> No editor, o trabalho com os pain\u00e9is foi unificado. Os pain\u00e9is inferiores e a maioria dos pain\u00e9is dock agora s\u00e3o flutuantes e podem ser destac\u00e1veis. Os pain\u00e9is podem ser movidos no modo arrastar e soltar (drag&amp;drop) para v\u00e1rias partes da interface.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/dock.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Para novos projetos 3D, o mecanismo de simula\u00e7\u00e3o de processos f\u00edsicos JoltPhysics \u00e9 utilizado por padr\u00e3o, j\u00e1 sendo aplicado em jogos de classe AAA, como Death Stranding 2.\n<li class=\"l\"> Foi adicionada um novo sistema de cinem\u00e1tica inversa (IK, inverse kinematic), permitindo criar anima\u00e7\u00f5es mais realistas. Novos modificadores e restri\u00e7\u00f5es (constraint) foram adicionados, permitindo o controle da rota\u00e7\u00e3o e velocidade angular das articula\u00e7\u00f5es para evitar movimentos indesejados. As restri\u00e7\u00f5es definidas podem ser vinculadas a n\u00f3s 3D, por exemplo, para que o bra\u00e7o do personagem se estenda e agarre a arma. Um novo modificador IKModifier3D foi criado com base no modificador esquel\u00e9tico SkeletonModifier3D. Est\u00e3o dispon\u00edveis solucionadores (solver) determinados TwoBoneIK3D e SplineIK3D, al\u00e9m de solucionadores iterativos FABRIK3D, CCDIK3D e JacobianIK3D. A arquitetura modular do framework IK permite combin\u00e1-lo com outros modificadores e restri\u00e7\u00f5es para ajuste fino da anima\u00e7\u00e3o procedural diretamente no motor.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/skeleton_modifier.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> O sistema SSR (Screen Space Reflection) foi completamente reformulado, que \u00e9 respons\u00e1vel pela visualiza\u00e7\u00e3o de materiais com superf\u00edcies refletivas, como metal, \u00e1gua e vidro. A nova implementa\u00e7\u00e3o se destaca por alcan\u00e7ar maior realismo, aumento de desempenho e adi\u00e7\u00e3o de dois modos \u2014 full-resolution (m\u00e1xima qualidade) e half-resolution (mais econ\u00f4mico). <a href=\"https:\/\/prohoster.info\/pt\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">alto desempenho<\/a>).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/new_ssr.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Foram implementados identificadores internos \u00fanicos de n\u00f3s (Node ID), armazenados nos arquivos de cena e que n\u00e3o mudam ap\u00f3s a reorganiza\u00e7\u00e3o da cena, altera\u00e7\u00e3o da hierarquia de elementos, movimenta\u00e7\u00e3o ou renomea\u00e7\u00e3o de n\u00f3s.\n<li class=\"l\"> Foi adicionada a biblioteca libgodot, permitindo embutir o Godot Engine em aplicativos pr\u00f3prios em vez de execut\u00e1-lo como um processo separado, o que pode ser \u00fatil, por exemplo, ao desenvolver editores de jogos personalizados. O suporte \u00e9 para Linux, Windows e macOS.\n<li class=\"l\"> Cenas 2D, colocadas como tiles no TileMap (por exemplo, ba\u00fas animados, l\u00e2mpadas e tochas), agora podem ser rotacionadas em incrementos de 90 graus.    <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/turn_2d_tiles.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Para aproximar o fluxo de trabalho aos editores 3D modernos, as fun\u00e7\u00f5es de sele\u00e7\u00e3o e transforma\u00e7\u00e3o foram separadas. O antigo modo &#171;Sele\u00e7\u00e3o&#187; (Select) foi renomeado para &#171;Transforma\u00e7\u00e3o&#187; (Transform), al\u00e9m de um novo modo apenas para sele\u00e7\u00e3o, no qual \u00e9 poss\u00edvel selecionar n\u00f3s sem exibir o gizmo de transforma\u00e7\u00e3o, prevenindo opera\u00e7\u00f5es acidentais de movimenta\u00e7\u00e3o, rota\u00e7\u00e3o e redimensionamento.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/select_mode.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> O recurso de desenho e remo\u00e7\u00e3o 3D em GridMap foi aprimorado, agora utilizando o algoritmo de Bresenham para interpola\u00e7\u00e3o entre pontos, permitindo linhas mais suaves e acelerando a cria\u00e7\u00e3o de novos n\u00edveis e mapas voxel, ao reduzir ajustes manuais.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/grid_map_bresenham.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Adicionada a possibilidade de rota\u00e7\u00e3o de objetos no 3D-gizmo com alinhamento \u00e0 dire\u00e7\u00e3o da c\u00e2mera.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/rotation_gizmo.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> O processo de centraliza\u00e7\u00e3o do ponto de rota\u00e7\u00e3o foi simplificado na interface gr\u00e1fica.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/control_pivot.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> O tratamento do foco foi dividido entre mouse\/touchpad e teclado \u2014 um clique do mouse n\u00e3o muda mais o foco de entrada do teclado.\n<li class=\"l\"> Ao selecionar o n\u00f3 MarginContainer no editor, a visualiza\u00e7\u00e3o dos recuos na \u00e1rea de visualiza\u00e7\u00e3o foi garantida.      <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo aberto Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/3505ddd18a59bde264105d31687cadb1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A navega\u00e7\u00e3o entre as abas foi aprimorada: ao mover um recurso no modo arrastar e soltar (Drag&amp;Drop), agora pode-se passar o cursor sobre a aba desejada e automaticamente alternar para ela sem precisar clicar.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/hover_tabbar.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Na aba Output, agora \u00e9 poss\u00edvel abrir um arquivo no editor clicando em seu nome na mensagem de erro ou aviso.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/error_click.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> No recurso de rastreamento de objetos, foi adicionada a possibilidade de criar instant\u00e2neas do ObjectDB e comparar cortes de estado com listas de objetos existentes em momentos espec\u00edficos.      <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo aberto Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/248dc457b41e74c6ad54317c87152356.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> No di\u00e1logo de Abertura R\u00e1pida de Recursos (Quick Open), foi adicionado suporte \u00e0 visualiza\u00e7\u00e3o do recurso selecionado no contexto da cena existente.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/resource_preview.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> No editor de anima\u00e7\u00e3o, agora \u00e9 poss\u00edvel alterar a dura\u00e7\u00e3o da anima\u00e7\u00e3o arrastando ou comprimindo clipes na linha do tempo. Na interface de ajuste de curvas B\u00e9zier, foram adicionados bot\u00f5es para exibir, bloquear e remover grupos de n\u00f3s.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/animation_editor_goodies.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Adicionado suporte para codifica\u00e7\u00e3o delta de patches PCK, permitindo incluir apenas partes alteradas dos recursos nos patches.\n<li class=\"l\"> Foi adicionada a possibilidade de ajustar a cor dos indicadores LED dos controladores de jogos. No futuro, espera-se suporte para sensores de movimento, touchpads, feedback t\u00e1til, gatilhos adaptativos e obten\u00e7\u00e3o de informa\u00e7\u00f5es sobre o controlador.\n<li class=\"l\"> Gra\u00e7as \u00e0 otimiza\u00e7\u00e3o do processamento de texturas RGB, que agora s\u00e3o convertidas para RGBA na GPU e utilizadas diretamente, foi poss\u00edvel dobrar a velocidade das opera\u00e7\u00f5es de importa\u00e7\u00e3o de texturas comprimidas.\n<li class=\"l\"> Na renderiza\u00e7\u00e3o, o modo de misturas &#171;Screen&#187; est\u00e1 ativado por padr\u00e3o e o efeito de brilho (Glow) \u00e9 aplicado antes da tonifica\u00e7\u00e3o (tonemapping). Foi adicionada a possibilidade de ajustar os par\u00e2metros da convers\u00e3o tonal AgX.\n<li class=\"l\"> O editor Godot XR agora suporta dispositivos Android XR para simplificar o teste e a depura\u00e7\u00e3o de projetos de realidade aumentada e virtual. O suporte para a especifica\u00e7\u00e3o OpenXR 1.1 foi adicionado.        <center><img decoding=\"async\" alt=\"Lan\u00e7amento do motor de jogo aberto Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/b6d884397a6eecd74fe6f3b38f3960e7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Foi adicionado suporte para a execu\u00e7\u00e3o de aplicativos exportados em dispositivos Android atrav\u00e9s do scrcpy, permitindo a duplica\u00e7\u00e3o do conte\u00fado da tela do smartphone na tela do PC.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/scrcpy_support.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Ao compilar projetos para Windows, o Direct3D&#8239;12 \u00e9 utilizado por padr\u00e3o.    <\/ul>\n<p>Al\u00e9m disso, vale destacar a continuidade do desenvolvimento do projeto Redot, que \u00e9 um fork do Godot criado em resposta \u00e0 rigorosa pol\u00edtica de modera\u00e7\u00e3o nos canais oficiais de comunica\u00e7\u00e3o e ao desprezo dos desenvolvedores do Godot por opini\u00f5es que divergem de suas pr\u00f3prias. Os fundadores do Redot pretendiam construir uma comunidade inclusiva, onde todas as cren\u00e7as pessoais dos desenvolvedores s\u00e3o aceitas, a politiza\u00e7\u00e3o do processo de desenvolvimento n\u00e3o \u00e9 tolerada e o foco principal est\u00e1 na cria\u00e7\u00e3o de jogos. H\u00e1 alguns dias, foi publicado um candidato a lan\u00e7amentos do Redot 26.1, que incorpora muitas melhorias do Godot 4.6.<br \/>\n<br \/>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64682\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 4.6, \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 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\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 \u0434\u0432\u0438\u0436\u043a\u0430, \u0441\u0440\u0435\u0434\u044b \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0438 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