{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"Lansarea motorului de jocuri opensource Godot 4.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 cinci luni de dezvoltare, a fost lansat\u0103 versiunea motorului de jocuri gratuit Godot 4.2, potrivit pentru crearea de jocuri 2D \u0219i 3D. Motorul suport\u0103 un limbaj simplu de \u00eenv\u0103\u021bat pentru scriptarea logici jocului, un mediu grafic pentru proiectarea jocurilor, un sistem de desf\u0103\u0219urare a jocurilor cu un singur clic, op\u021biuni extinse pentru anima\u021bie \u0219i simularea proceselor fizice, un debugger \u00eencorporat \u0219i un sistem de identificare a blocajelor \u00een performan\u021b\u0103. Codul motorului de jocuri, mediul de proiectare a jocurilor \u0219i instrumentele de dezvoltare conexe (motor fizic, server de sunet, backend-uri de randare 2D\/3D etc.) sunt distribuite sub licen\u021ba MIT.     <\/p>\n<p>Codurile surs\u0103 ale motorului au fost deschise \u00een 2014 de c\u0103tre studioul OKAM, dup\u0103 zece ani de dezvoltare a unui produs proprietar de nivel profesional, utilizat pentru crearea \u0219i publicarea multor jocuri pentru PC, console de jocuri \u0219i dispozitive mobile. Motorul suport\u0103 toate platformele populare de sta\u021bie \u0219i mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), precum \u0219i dezvoltarea de jocuri pentru Web. Pachetele binare gata de rulare sunt disponibile pentru Linux, Android, Windows \u0219i macOS.     <\/p>\n<p>Modific\u0103ri principale:  <\/p>\n<ul>\n<li class=\"l\"> Pentru dezvoltatorii de jocuri 2D, a fost ad\u0103ugat\u0103 suportul pentru scalarea \u00eentreag\u0103 for\u021bat\u0103, permi\u021b\u00e2nd ob\u021binerea unei grile de pixeli p\u0103tra\u021bi, indiferent de raportul de aspect real. A fost oferit\u0103 posibilitatea de a ob\u021bine coordonatele baricentrice ale normalei din punctele de intersec\u021bie ale obiectului cu un raze. Au fost ad\u0103ugate metodele Rotate_toward \u0219i Angle_difference pentru a gestiona corect rota\u021bia \u0219i unghiurile. La nodurile Line2D a fost ad\u0103ugat proprietatea \u201eclosed\u201d pentru a crea linii \u00eenchise cu umplutur\u0103 continu\u0103.     <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> S-au efectuat lucr\u0103ri pentru cre\u0219terea fiabilit\u0103\u021bii sistemului de anima\u021bie. Nodurile AnimationPlayer \u0219i AnimationTree au fost reproiectate \u0219i unificate, p\u0103r\u021bile comune fiind extrase \u00eentr-o clas\u0103 intermediar\u0103 AnimationMixer. A fost ad\u0103ugat\u0103 o op\u021biune pentru amestecarea determinist\u0103. \u00cen previzualizarea anima\u021biei a fost ad\u0103ugat un mod de calc (onion skinning), care include afi\u0219area suprapunerilor semitransparente cu cadrele anterioare \u0219i ulterioare ale anima\u021biei.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Func\u021bionalit\u0103\u021bile de \u201ebaking\u201d a re\u021belei de naviga\u021bie (transformarea \u00eentr-o form\u0103 static\u0103) pentru 2D sunt acum aproape de func\u021bionalit\u0103\u021bile anterior disponibile \u00een naviga\u021bia 3D; de exemplu, pentru re\u021belele 2D a fost implementat suportul pentru a lucra cu corpuri fizice, instan\u021be de re\u021bele poligonale, poligoane simple \u0219i h\u0103r\u021bi tilemap. <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/ro\/server\/\"   title=\"servere\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">servere<\/a> Naviga\u021bia 2D \u0219i 3D a primit suport pentru \u00eembinarea multithreading a mesh-urilor.      <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost efectuat un refactoring al codului pentru lucrul cu blocurile \u0219i h\u0103r\u021bile de blocuri. Opera\u021biile de grupare a blocurilor \u0219i sortare pe axa Y au fost optimizate, permi\u021b\u00e2nd o reducere semnificativ\u0103 a timpului de actualizare a blocurilor. Au fost f\u0103cute modific\u0103ri pentru a \u00eembun\u0103t\u0103\u021bi crearea \u0219i utilizarea h\u0103r\u021bilor de blocuri. A fost ad\u0103ugat un instrument pentru r\u0103sturnarea \u0219i rotirea blocurilor \u00een timpul plas\u0103rii. Au fost \u00eembun\u0103t\u0103\u021bite instrumentele pentru editarea poligoanelor \u0219i a scenelor cu blocuri.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen editorul de scripturi GDScript a ap\u0103rut posibilitatea de a crea zone de cod numite pentru a acoperi blocurile \u00een timpul edit\u0103rii \u0219i a simplifica navigarea. \u00cen debugger-ul de scripturi a fost ad\u0103ugat suport complet pentru cod multithreading, stiva de execu\u021bie \u0219i punctele de oprire. \u00cen scripturile bazate pe C#\/.NET a fost implementat suport pentru platformele Android (se necesit\u0103 .NET 7.0+) \u0219i iOS (se necesit\u0103 .NET 8.0). \u00cen scripturile GDScript a fost extins suportul pentru codul tipizat static, a fost ad\u0103ugat suport pentru literele de tip r-string (string brut), iar capacit\u0103\u021bile operatorului match au fost extinse.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen viewport-ul 3D, a fost \u00eembun\u0103t\u0103\u021bit suportul pentru controlul transform\u0103rii \u00een stil Blender, folosind mouse-ul \u0219i tastele rapide. Afi\u0219area informa\u021biilor vizuale extinse \u00een viewport-ul 3D se face acum doar pentru obiectele selectate. Au fost ad\u0103ugate indicatoare suplimentare pentru elemente precum decale \u0219i volum de cea\u021b\u0103. Lucrul cu gizmo-ul a fost \u00eembun\u0103t\u0103\u021bit \u2014 orice parte a formelor volumetrice poate fi acum extins\u0103 separat \u00een fereastra de vizualizare.       <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Au fost \u00eembun\u0103t\u0103\u021bite meniurile contextuale \u0219i sugestiile \u00een pop-up \u00een panourile \u201eInspectare\u201d \u0219i \u201eSemnale\u201d. \u00cen editorul de teme au fost ad\u0103ugate sugestii cu descrierea propriet\u0103\u021bilor. \u00cen panoul de gestionare a sistemului de fi\u0219iere a ap\u0103rut posibilitatea de a eviden\u021bia vizual directoarele prin asignarea de culori diferite. Interfa\u021ba editorului de resurse de gradient a fost revizuit\u0103. \u00cen editorul de zone texturate, func\u021bionarea a fost unificat\u0103 pentru toate resursele suportate, inclusiv stilurile \u0219i atlasele.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen biblioteca de assets a fost \u00eembun\u0103t\u0103\u021bit\u0103 afi\u0219area rezultatelor c\u0103ut\u0103rii \u0219i a fost ad\u0103ugat\u0103 op\u021biunea de a alege un alt catalog pentru instalarea extensiilor sau a resurselor.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen managerul de proiecte a fost reproiectat\u0103 plasarea elementelor de control principale \u0219i a fost modernizat\u0103 interfa\u021ba de import a proiectului.      <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Au fost extinse capacit\u0103\u021bile de dezvoltare a pluginurilor pentru editor. S-a asigurat accesul la toat\u0103 func\u021bionalitatea editorului prin clasa EditorInterface. Au fost implementate metode convenabile pentru accesul direct la viewport-urile 2D \u0219i 3D. A fost ad\u0103ugat\u0103 op\u021biunea de a afi\u0219a un dialog cu un avertisment pentru modific\u0103rile nesalvate.\n<li class=\"l\"> Continuarea dezvolt\u0103rii sistemului experimental GDExtension, care permite utilizarea limbajelor de nivel sc\u0103zut, cum ar fi C++, ca limbaje de scripting pentru jocuri, f\u0103r\u0103 recompilarea motorului \u0219i f\u0103r\u0103 modific\u0103ri \u00een cod. A fost ad\u0103ugat\u0103 op\u021biunea de a folosi GDExtensions la exportul \u00een Web.\n<li class=\"l\"> \u00cen interfa\u021ba utilizatorului a fost modificat\u0103 gestionarea focusului. A fost implementat\u0103 op\u021biunea de a transfera focusul pe tab-uri individuale \u00een panoul de tab-uri, inclusiv \u00een timpul navig\u0103rii folosind tastatura. La nodurile de control (Control) a fost ad\u0103ugat o metod\u0103 pentru g\u0103sirea urm\u0103torului element focusabil vecin. Nodurile pentru construirea graficelor (GraphEdit \u0219i GraphNode) au fost semnificativ reproiectate. Au fost extinse op\u021biunile de personalizare a barei de instrumente pentru nodul principal GraphEdit.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 op\u021biunea de a schimba tipul de import al asseturilor \u00een timp real cu actualiz\u0103ri automate ale scenelor \u0219i resurselor, f\u0103r\u0103 a fi necesar\u0103 repornirea editorului. Au fost extinse op\u021biunile disponibile pentru import \u0219i a fost oferit\u0103 posibilitatea de a modifica propriet\u0103\u021bile fizice ale obiectelor importate, precum \u0219i parametrii pentru umbre \u0219i vizibilitate. A fost ad\u0103ugat\u0103 posibilitatea de a previzualiza anima\u021biile \u00een fereastra de dialog pentru import. A fost extins suportul pentru importul asseturilor din Blender \u00een format GLTF. A fost ad\u0103ugat suport pentru importul imaginilor \u00een format KTX.  <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri opensource Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Au fost implementate optimiz\u0103ri destinate cre\u0219terii performan\u021bei de renderizare. Pentru a accelera func\u021bionarea pe dispozitive mobile, s-a realizat separarea barierelor raster \u00een componente de v\u00e2rf \u0219i fragment. S-a accelerat generarea texturilor cu zgomot. A fost ad\u0103ugat un pas preliminar pentru calcularea ad\u00e2ncimii. Timpul de \u00eenc\u0103rcare \u0219i compilare a shader-elor a fost redus. S-a optimizat stocarea re\u021belelor poligonale \u00een memorie. A fost ad\u0103ugat suport pentru comprimarea re\u021belelor poligonale pentru a reduce l\u0103\u021bimea de band\u0103 \u00een timpul transmiterii acestora.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 posibilitatea de a crea obiecte texturale proprii (exemplu de utilizare a shader-elor compute pentru a crea o textur\u0103 cu efect de ap\u0103).\n<li class=\"l\"> A fost ad\u0103ugat un API pentru apelarea codului \u00een firul de renderizare, ceea ce poate fi necesar, de exemplu, atunci c\u00e2nd trebuie s\u0103 sincroniza\u021bi un shader compute cu renderizarea.\n<li class=\"l\"> A fost ad\u0103ugat suport pentru versiunea 2.2 a tehnologiei de super-sampling AMD FSR (FidelityFX Super Resolution), care folose\u0219te algoritmi de scalare spa\u021bial\u0103 \u0219i reconstruc\u021bie a detaliilor pentru a reduce pierderea calit\u0103\u021bii imaginii atunci c\u00e2nd se m\u0103re\u0219te \u0219i se converte\u0219te \u00eentr-o rezolu\u021bie mai \u00eenalt\u0103.\n<li class=\"l\"> A fost propus un nou supresor de zgomot JNLM, care utilizeaz\u0103 h\u0103r\u021bi de iluminare (lightmapper) \u0219i shader-e compute. JNLM este semnificativ mai rapid dec\u00e2t biblioteca de eliminare a zgomotului OIDN (Open Image Denoise) utilizat\u0103 anterior, dar \u00een anumite situa\u021bii poate ceda la calitate.\n<li class=\"l\"> \u00cen metodele de renderizare Forward+ \u0219i Mobile a fost ad\u0103ugat suport pentru desenarea 2D \u00een intervalul dinamic extins de luminozitate (HDR), permi\u021b\u00e2nd realizarea \u00een jocurile 2D a unor efecte 3D, cum ar fi str\u0103lucirea. \u00cen metoda de renderizare Compatibility a fost ad\u0103ugat suport pentru umbre tridimensionale.\n<li class=\"l\"> Pentru macOS \u0219i Windows a fost propus un nou driver de renderizare OpenGL, care folose\u0219te un strat ANGLE, traduc\u00e2nd apelurile OpenGL \u00een API Direct3D 11 \u0219i Metal.\n<li class=\"l\"> Sistemul de simulare a particulelor a fost reproiectat pentru a simplifica \u00eentre\u021binerea \u0219i extinderea controlului mi\u0219c\u0103rii particulelor. De exemplu, acum este posibil s\u0103 anima\u021bi \u0219i s\u0103 mo\u0219teni\u021bi viteza de mi\u0219care, precum \u0219i s\u0103 modifica\u021bi num\u0103rul de particule emise. A fost ad\u0103ugat un instrument pentru transformarea codului de generare a particulelor, care folose\u0219te CPU, \u00een cod echivalent care utilizeaz\u0103 GPU.\n<li class=\"l\"> A fost ad\u0103ugat suportul pentru utilizarea dialogurilor native de fi\u0219iere pe Linux, macOS \u0219i Windows, precum \u0219i posibilitatea de a copia \u0219i lipi imagini prin clipboard.\n<li class=\"l\"> Arhitectura Godot pentru platforma Android a fost reproiectat\u0103, elimin\u00e2nd leg\u0103tura cu componenta Android Fragment, ceea ce a redus timpul de pornire al aplica\u021biilor \u0219i jocurilor \u0219i a implementat posibilitatea de a lucra cu mai multe feronerie.\n<li class=\"l\"> S-a realizat formarea oficial\u0103 a versiunilor Linux ale editorului Godot pentru platformele ARM pe 32 \u0219i 64 de bi\u021bi.        <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\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 4.2, \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 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