{"id":100022,"date":"2021-04-25T16:23:23","date_gmt":"2021-04-25T14:23:29","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3"},"modified":"2021-04-25T16:23:23","modified_gmt":"2021-04-25T14:23:29","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Lansarea motorului de jocuri deschis Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 7 luni de dezvoltare, a fost publicat motorul gratuit de jocuri Godot 3.3, potrivit pentru crearea de jocuri 2D \u0219i 3D. Motorul ofer\u0103 un limbaj de scripting u\u0219or de \u00eenv\u0103\u021bat pentru logica jocului, un mediu grafic pentru designul jocurilor, un sistem de implementare a jocurilor printr-un clic, vaste posibilit\u0103\u021bi de anima\u021bie \u0219i simulare a proceselor fizice, un debugger \u00eencorporat \u0219i un sistem de detectare a problemelor de performan\u021b\u0103. Codul motorului de jocuri, al mediului de design al jocurilor \u0219i al instrumentelor de dezvoltare conexe (motor fizic, server audio, backend-uri pentru randare 2D\/3D etc.) este distribuit sub licen\u021ba MIT.       <\/p>\n<p>Codul surs\u0103 al motorului a fost deschis \u00een 2014 de c\u0103tre studioul OKAM, dup\u0103 zece ani de dezvoltare a unui produs proprietar de nivel profesional, folosit pentru a crea \u0219i publica multe jocuri pentru PC, console de joc \u0219i dispozitive mobile. Motorul suport\u0103 toate platformele populare de desktop \u0219i mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), precum \u0219i dezvoltarea de jocuri pentru web. Versiunile binare gata de rulat sunt disponibile pentru Linux, Windows \u0219i macOS.     <\/p>\n<p>\u00centr-o ramur\u0103 separat\u0103, se dezvolt\u0103 un nou backend de randare bazat pe API-ul grafic Vulkan, care va fi oferit \u00een urm\u0103toarea versiune Godot 4.0, \u00een locul backend-urilor de randare actuale prin OpenGL ES 3.0 \u0219i OpenGL 3.3 (suportul pentru OpenGL ES \u0219i OpenGL va fi p\u0103strat prin asigurarea func\u021bion\u0103rii vechiului backend OpenGL ES 2.0\/OpenGL 2.1 deasupra noii arhitecturi de randare bazate pe Vulkan). Trecerea de la Godot 3.x la Godot 4.0 va necesita reproiectarea aplica\u021biilor din cauza necompatibilit\u0103\u021bii la nivel de API, dar ramura Godot 3.x va beneficia de un ciclu de suport extins, durata c\u0103ruia va depinde de cerin\u021bele stricte ale utilizatorilor pentru API.       <\/p>\n<p> Ramura Godot 3.3 este complet compatibil\u0103 cu Godot 3.2 \u0219i continu\u0103 dezvoltarea versiunilor stabile ale motorului, pentru care va fi asigurat un ciclu lung de suport. Ini\u021bial, se pl\u0103nuia lansarea unei actualiz\u0103ri 3.2.4 \u00een loc de Godot 3.3, dar versiunile 3.2.x au fost percepute de utilizatori ca fiind corective, \u00een ciuda port\u0103rii din ramura 4.0 a unor noi func\u021bionalit\u0103\u021bi, astfel c\u0103 proiectul a trecut la schema clasic\u0103 de versionare semantic\u0103. \u00cen special, actualizarea cifrei a treia va marca acum doar corect\u0103ri, cifra a doua - introducerea de noi func\u021bionalit\u0103\u021bi, iar cifra \u00eent\u00e2i - prezen\u021ba modific\u0103rilor care afecteaz\u0103 compatibilitatea. Ramura 3.x.x va fi \u00eenso\u021bit\u0103 \u00een paralel de 4.x.x p\u00e2n\u0103 c\u00e2nd Godot 4.x va fi complet stabilizat \u0219i adaptat pentru tot echipamentul actual.    <\/p>\n<p>Godot 3.3 este remarcabil prin ad\u0103ugarea urm\u0103toarelor nout\u0103\u021bi:  <\/p>\n<ul>\n<li class=\"l\"> A fost preg\u0103tit\u0103 o variant\u0103 a editorului care func\u021bioneaz\u0103 \u00een browserul web.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 op\u021biunea de a exporta jocuri pentru platforma Android \u00een format AAB (Android App Bundle), pe l\u00e2ng\u0103 pachetele APK. Formatul AAB permite desc\u0103rcarea doar a bibliotecilor nativ necesare pentru a func\u021biona pe dispozitivul curent (de exemplu, armeabi-v7a sau arm64-v8a). De asemenea, pentru platforma Android a fost implementat\u0103 posibilitatea \u00eencorpor\u0103rii \u00een aplica\u021bii a elementelor bazate pe motorul Godot sub form\u0103 de subcomponente (subview), utiliz\u00e2nd o parte a ferestrei. A fost ad\u0103ugat\u0103, de asemenea, suportul pentru zonele oarbe ale ecranului (col\u021buri rotunjite \u0219i decupaje pentru camer\u0103), evenimentele mouse-ului \u0219i intrarea de la tastatura extern\u0103.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost propus un nou API pentru construirea \u0219i distribuirea plugin-urilor pentru platforma iOS, care permite extragerea plugin-urilor (ARKit, GameCenter, InAppStore) \u00eentr-un repository separat \u0219i dezvoltarea lor independent de motorul Godot. Acest API a fost implementat anterior pentru platforma Android.\n<li class=\"l\"> Instrumentele de export pentru jocuri pentru Web (platforma HTML5) au fost \u00eembun\u0103t\u0103\u021bite. Pentru jocurile rulate \u00een browser, a fost ad\u0103ugat\u0103 suportul pentru multi-threading \u0219i scripturi GDNative, dar din cauza limit\u0103rilor platformei HTML5, implementarea lor nu este compatibil\u0103 cu variantele pentru jocuri native. \u00cen plus, implementarea firelor este legat\u0103 de API-ul SharedArrayBuffer, care nu este disponibil \u00een toate browserele. Sunt oferite trei moduri separate de export - Regular, Threads \u0219i GDNative. \u00cen profilul multi-threaded, s-a ad\u0103ugat \u00een plus suport pentru API-ul AudioWorklet, permi\u021b\u00e2nd ob\u021binerea unei ie\u0219iri audio de calitate mai bun\u0103 f\u0103r\u0103 blocarea firului principal. Suportul pentru gamepad-uri \u0219i tastaturi virtuale a fost \u00eembun\u0103t\u0103\u021bit semnificativ.        <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat suport pentru construirea jocurilor pentru noul hardware Apple echipat cu cip ARM M1. A fost inclus suport pentru ata\u0219area semn\u0103turilor digitale pentru fi\u0219ierele executabile generate pentru macOS.\n<li class=\"l\"> API-ul modernizat pentru organizarea multiproces\u0103rii a fost transferat din ramura 4.0, care utilizeaz\u0103 capacit\u0103\u021bile standardului C++14, sporind fiabilitatea pe diferite platforme \u0219i optimiz\u00e2nd performan\u021ba.\n<li class=\"l\"> Optimizarea bazat\u0103 pe structura BVH (Bounding Volume Hierarchy) a fost transferat\u0103 din ramura 4.0, \u00eenlocuind metoda Octree pentru divizarea spa\u021bial\u0103 dinamic\u0103 \u00een timpul rand\u0103rii. BVH este acum utilizat implicit \u0219i rezolv\u0103 multe probleme de performan\u021b\u0103.\n<li class=\"l\"> A fost activat\u0103 o implementare unificat\u0103 a 2D-batching-ului (Batching, optimizare pentru reducerea apelurilor de randare prin luarea \u00een considerare a pozi\u021bion\u0103rii reciproce a obiectelor), care poate fi aplicat\u0103 at\u00e2t pentru OpenGL ES 3, c\u00e2t \u0219i pentru OpenGL ES 2. Optimizarea \u00eens\u0103 cuprinde acum mai multe obiecte, inclusiv linii \u0219i poligoane.\n<li class=\"l\"> A fost ad\u0103ugat un nou lightmapper, care utilizeaz\u0103 metoda ray tracing \u0219i suport\u0103 reducerea zgomotului prin intermediul bibliotecii oidn (Open Image Denoise). Noul lightmapper folose\u0219te CPU pentru calcule \u0219i rezolv\u0103 cea mai mare parte a problemelor de calitate asociate cu vechiul procesor. De asemenea, a fost preg\u0103tit\u0103 o variant\u0103 de lightmapper care utilizeaz\u0103 GPU, dar aceasta este legat\u0103 de API Vulkan \u0219i va ap\u0103rea doar \u00een ramura 4.0.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Din ramura Godot 4.0 au fost transferate numeroase \u00eembun\u0103t\u0103\u021biri legate de redare, precum skinning-ul rapid software, transform\u0103rile optimizate ale obiectelor 3D ascunse, num\u0103rul personalizabil de surse de lumin\u0103 pentru fiecare obiect \u0219i redarea \u00eembun\u0103t\u0103\u021bit\u0103 a umbrelor cu ajutorul filtrului PCF.      <center>  <div class=\"youtube-placeholder\" data-id=\"WJW06tS3GGw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/WJW06tS3GGw\/hqdefault.jpg\" alt=\"Reda\u021bi video\" 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\"> \u00cen motorul de simulare a proceselor fizice, a fost \u00eembun\u0103t\u0103\u021bit\u0103 gestionarea diferitelor tipuri de coliziuni.\n<li class=\"l\"> Editorul a primit func\u021bionalit\u0103\u021bi complete pentru copierea \u0219i lipirea nodurilor, permi\u021b\u00e2nd transferul \u00eentre diferite scene.\n<li class=\"l\"> Modul de inspec\u021bie a fost \u00eembun\u0103t\u0103\u021bit, oferind eviden\u021bierea vizual\u0103 a subresurselor.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suportul pentru definirea set\u0103rilor implicite pentru resursele importate.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> S-au f\u0103cut eforturi pentru a spori u\u0219urin\u021ba utiliz\u0103rii \u00een editorul 3D, inclusiv ad\u0103ugarea unei re\u021bele 3D dinamice infinite \u0219i \u00eembun\u0103t\u0103\u021birea semnificativ\u0103 a realiz\u0103rii rotirii \u0219i select\u0103rii cu ajutorul gizmo-ului (indicatorul axelor coordonatelor).    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen instrumentele de colaborare a fost ad\u0103ugat\u0103 o protec\u021bie \u00eempotriva modific\u0103rilor aduse scenelor deja deschise de al\u021bi utilizatori (apare un avertisment dac\u0103, la salvare, se descoper\u0103 versiuni mai recente ale fi\u0219ierelor deschise).\n<li class=\"l\"> Importul din fi\u0219iere de format FBX a fost \u00eembun\u0103t\u0103\u021bit.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat pluginul OpenXR cu suport pentru standardul omonim pentru crearea de aplica\u021bii de realitate virtual\u0103 \u0219i augmentat\u0103. \u00cen portul HTML5 pentru crearea jocurilor bazate pe tehnologiile de realitate virtual\u0103, a fost ad\u0103ugat\u0103 suportul pentru specifica\u021bia WebXR.    <center>  <div class=\"youtube-placeholder\" data-id=\"UMKvSxUpsHA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/UMKvSxUpsHA\/hqdefault.jpg\" alt=\"Reda\u021bi video\" 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\"> A fost ad\u0103ugat\u0103 suportul pentru \u00eenc\u0103rcarea \u0219i redarea sunetului \u00een format MP3 (anterior nu era suportat din cauza brevetelor).\n<li class=\"l\"> \u00cen GraphEdit a fost ad\u0103ugat\u0103 suportul pentru mini-harta \u00eentregii structuri (minimap), afi\u0219at\u0103 \u00een col\u021bul din dreapta jos, care permite vizualizarea rapid\u0103 a tuturor nodurilor.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55028\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 7 \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 3.3, \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":100023,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-100022","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 7 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 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