{"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\/ro\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","title":{"rendered":"Lansarea motorului de jocuri open-source Godot 4.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 opt luni de dezvoltare, a fost lansat\u0103 versiunea motorului de jocuri gratuit Godot 4.3, potrivit pentru crearea de jocuri 2D \u0219i 3D. Motorul suport\u0103 un limbaj de scripting u\u0219or de \u00eenv\u0103\u021bat pentru logica jocului, un mediu grafic pentru proiectarea jocurilor, un sistem de desf\u0103\u0219urare a jocurilor cu un singur clic, posibilit\u0103\u021bi extinse de anima\u021bie \u0219i simulare a proceselor fizice, un debugger integrat \u0219i un sistem de identificare a problemelor de performan\u021b\u0103. Codul motorului de joc, al mediului de proiectare a jocurilor \u0219i al instrumentelor de dezvoltare asociate (motor fizic, server audio, backend-uri 2D\/3D de randare etc.) este distribuit 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\"> A fost ad\u0103ugat\u0103 o suport experimental \u00eencorporat pentru protocolul Wayland pe sistemele Linux \u0219i BSD.\n<li class=\"l\"> Au fost ad\u0103ugate noi resurse AudioStreamInteractive, AudioStreamPlaylist \u0219i AudioStreamSynchronized, care permit crearea de acompaniament muzical dinamic, care se schimb\u0103 \u00een func\u021bie de contextul din joc.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 capacitatea de interpolare \u00een simularea proceselor fizice \u00een spa\u021biul bidimensional, cre\u00e2nd cadre suplimentare pentru redarea st\u0103rilor intermediare \u00eentre pozi\u021biile curente \u0219i urm\u0103toare ale obiectelor, ceea ce face redarea mai fluid\u0103 pe ecranele cu o frecven\u021b\u0103 de re\u00eemprosp\u0103tare ridicat\u0103 \u0219i pe dispozitivele de putere mic\u0103.\n<li class=\"l\"> Editorul vizual pentru shaders a fost complet reproiectat, fiind acum mai bine adaptat pentru a lucra cu grafuri de shaders mari \u0219i complexe. Pentru a spori claritatea informa\u021biei, nodurile sunt acum colorate \u00een func\u021bie de categorie, iar conexiunile nodurilor folosesc culori mai vizibile. Au fost ad\u0103ugate dou\u0103 noi tipuri de noduri \u2014 \u201ereroute\u201d \u0219i \u201eframe\u201d pentru a simplifica mutarea \u0219i eviden\u021bierea vizual\u0103 a nodurilor.      <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\"> Flexibilitatea lucrului cu straturi a fost crescut\u0103. A fost ad\u0103ugat un nou nod TileMapLayer pentru a simplifica ad\u0103ugarea straturilor. Nodurile TileMap create anterior pot fi transformate \u00een noduri TileMapLayer cu un singur clic \u00een 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\"> A fost readus suportul pentru exportul aplica\u021biilor pentru Web, care func\u021bioneaz\u0103 \u00een mod single-threaded. Aplica\u021biile single-threaded sunt mai <a href=\"https:\/\/prohoster.info\/ro\/ssl-sertifikat\/rapidssl-wildcard\/\"  data-wpil-monitor-id=\"3322\">compatibile cu browserele<\/a> \u0219i nu necesit\u0103 suport server complex.\n<li class=\"l\"> A fost optimizat\u0103 performan\u021ba \u00een modul multi-threaded. S-au adus modific\u0103ri care reduc probabilitatea blocajelor. Fiabilitatea \u00eenc\u0103rc\u0103rii multi-threaded a resurselor a fost crescut\u0103.\n<li class=\"l\"> Un nou nod SkeletonModifier3D a fost ad\u0103ugat \u00een instrumentele pentru crearea anima\u021biei scheletice, simplific\u00e2nd organizarea mi\u0219c\u0103rilor articula\u021biilor prin utilizarea scripturilor. Au fost ad\u0103ugate op\u021biuni noi pentru importarea anima\u021biilor scheletice \u00een format fbx. Interfa\u021ba de gestionare a anima\u021biei a fost extins\u0103 cu suport pentru selectarea, copierea, lipirea \u0219i duplicarea cadrelor cheie.      <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\"> A fost ad\u0103ugat\u0103 posibilitatea de a \u00eemp\u0103r\u021bi automat re\u021belele de naviga\u021bie \u00een p\u0103r\u021bi separate, facilit\u00e2nd lucrul cu proiectele care con\u021bin lumi de joc mari, reduc\u00e2nd de asemenea consumul de memorie \u0219i sporind performan\u021ba. \u00cemp\u0103r\u021birea este configurabil\u0103 prin defini\u021bii ale limitelor \u0219i dimensiunilor utiliz\u00e2nd noi propriet\u0103\u021bi \u00een resursele NavigationPolygon (2D) \u0219i 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\"> Editorul a primit suport \u00eencorporat pentru importul fi\u0219ierelor \u00een format fbx, f\u0103r\u0103 a necesita utilizarea unui convertor extern. Utilizatorii pot muta panoul de acces la sistemul de fi\u0219iere \u00een partea de jos a ecranului, ceea ce ofer\u0103 mai mult spa\u021biu liber pentru vizualizarea fi\u0219ierelor.              <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\"> Interfa\u021ba managerului de proiecte a fost reproiectat\u0103, oferind acces direct la set\u0103ri ale editorului, cum ar fi limba, tema, nivelul de zoom \u0219i modul de re\u021bea. A fost ad\u0103ugat un component pentru verificarea actualiz\u0103rilor.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/d14a0b9e9c4810be655af758d1e6201e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat un nou nod Parallax2D, care simplific\u0103 crearea iluziei de ad\u00e2ncime \u00een jocurile 2D prin mi\u0219carea elementelor de fundal cu viteze diferite.\n<li class=\"l\"> Sistemul de randare a fost \u00eembun\u0103t\u0103\u021bit cu suport preliminar pentru amestecarea canalelor alpha \u00een shaders 3D, permi\u021b\u00e2nd generarea unor fl\u0103c\u0103ri \u0219i artificii mai realiste. A fost ad\u0103ugat un API pentru gestionarea efectelor \u00een etapa de compunere, care permite integrarea propriului cod pentru a schimba logica de randare (de exemplu, poate fi utilizat pentru a crea un efect de estompare \u00een mi\u0219care). Capacit\u0103\u021bile de generare a ce\u021bii au fost extinse, permi\u021b\u00e2nd determinarea locului \u00een care \u00eencepe ceata \u0219i c\u00e2nd devine complet opac\u0103. Backend-ul de randare \u201eCompatibility\u201d a fost semnificativ \u00eembun\u0103t\u0103\u021bit.      <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\"> Arhitectura obiectului RenderingDevice a fost modernizat\u0103 \u0219i a fost ad\u0103ugat suport pentru grafuri aciclice direc\u021bionate de redare, permi\u021b\u00e2nd optimizarea transmiterii comenzilor c\u0103tre API-ul grafic, ceea ce demonstreaz\u0103 o cre\u0219tere a ratei de cadre cu 5-15% f\u0103r\u0103 a aduce modific\u0103ri \u00een scena 3D.\n<li class=\"l\"> A fost ad\u0103ugat un nou driver de redare care folose\u0219te Direct3D 12.\n<li class=\"l\"> \u00cen GDScript, a fost ad\u0103ugat\u0103 posibilitatea de a mic\u0219ora dimensiunea codului la export prin cur\u0103\u021bare, \u00eempachetare \u0219i obfuscare. A fost introdus un nou operator \u201eis not\u201d (de exemplu, \u201eif my_node is not Node3D:\u201d). Func\u021bionalit\u0103\u021bile de completare automat\u0103 a codului \u00een editor au fost extinse.\n<li class=\"l\"> Func\u021bionalit\u0103\u021bile pentru crearea de jocuri pentru c\u0103\u0219ti de realitate virtual\u0103 au fost extinse, utiliz\u00e2nd OpenXR \u0219i WebXR. A fost ad\u0103ugat suport pentru simulatorul Meta XR Simulator.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/7138226e20adb3f2f55d0ef06b33a456.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen jocurile pentru Web a fost \u00eembun\u0103t\u0103\u021bit\u0103 calitatea sunetului \u0219i a fost ad\u0103ugat\u0103 posibilitatea de a afi\u0219a un ecran de a\u0219teptare.            <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=61716\">opennet.ro<\/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 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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 5.0.2.1 - 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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