{"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\/ro\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"Lansarea motorului de jocuri deschis Godot 4.6","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A fost lansat\u0103 versiunea motorului de jocuri open-source Godot 4.6, 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 implementare a jocurilor dintr-o singur\u0103 ap\u0103sare, func\u021bionalit\u0103\u021bi de anima\u021bie \u0219i simulare a proceselor fizice, un debugger \u00eencorporat \u0219i un sistem de identificare a colanelor \u00een performan\u021b\u0103. Codul motorului de joc, mediul de proiectare a jocurilor \u0219i instrumentele asociate (motor fizic, server audio, 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>Principalele modific\u0103ri \u00een Godot 4.6 (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> Editorul ofer\u0103 implicit o nou\u0103 tem\u0103 numit\u0103 \u201eModern\u201d, remarcabil\u0103 prin aspectul s\u0103u contemporan, eviden\u021bierea mai contrastant\u0103 a informa\u021biilor pentru o citire mai u\u0219oar\u0103, optimizarea distan\u021belor \u00eentre elemente \u0219i aplicarea unei scheme de culori \u00een nuan\u021be de gri. Pentru utilizatorii obi\u0219nui\u021bi cu vechea tem\u0103, exist\u0103 op\u021biunea de a reveni la tema clasic\u0103.    <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/067155ac4d2fdc1f64bf466fdc59f946.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen editor, lucrul cu panourile a fost uniformizat. Panourile de jos \u0219i majoritatea panourilor dock sunt acum flotante \u0219i pot fi deta\u0219ate. Panourile pot fi mutat prin drag &amp; drop \u00een diferite p\u0103r\u021bi ale interfe\u021bei.      <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\"> Pentru noile proiecte 3D, motorul de simulare a proceselor fizice JoltPhysics este activat implicit, fiind utilizat deja \u00een jocuri de clas\u0103 AAA, precum Death Stranding 2.\n<li class=\"l\"> A fost ad\u0103ugat un nou sistem de cinematica invers\u0103 (IK), permi\u021b\u00e2nd crearea de anima\u021bii mai realiste. Au fost ad\u0103ugate noi modificatori \u0219i constr\u00e2ngeri care permit controlul rota\u021biei \u0219i vitezei unghiulare a articula\u021biilor pentru a exclude mi\u0219c\u0103ri nedorite. Constr\u00e2ngerile specificate pot fi legate de nodurile 3D, de exemplu, pentru a face ca bra\u021bul personajului s\u0103 se \u00eentind\u0103 \u0219i s\u0103 prind\u0103 o arm\u0103. A fost ad\u0103ugat un nou modificator IKModifier3D, creat pe baza modificatorului scheletic SkeletonModifier3D. Distribuitorii deterministici (solver) TwoBoneIK3D \u0219i SplineIK3D, precum \u0219i distribuitorii iterativi FABRIK3D, CCDIK3D \u0219i JacobianIK3D sunt disponibilizate pentru utilizare. Arhitectura modular\u0103 a framework-ului IK permite combinarea acestuia cu al\u021bi modificatori \u0219i constr\u00e2ngeri pentru ajustarea fin\u0103 a anima\u021biei procedurale chiar \u00een 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\"> Sistemul SSR (Screen Space Reflection) a fost complet ref\u0103cut, responsabil pentru vizualizarea materialelor cu suprafa\u021b\u0103 reflectorizant\u0103, cum ar fi metalul, apa \u0219i sticla. Noua implementare se distinge prin ob\u021binerea unei realistici mai ridicate, cre\u0219terea performan\u021bei \u0219i ad\u0103ugarea a dou\u0103 moduri - full-resolution (calitate maxim\u0103) \u0219i half-resolution (mai <a href=\"https:\/\/prohoster.info\/ro\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">performan\u021ba \u00eenalt\u0103<\/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\"> Au fost implementate identificatori interni unici pentru noduri (Node ID), care sunt salva\u021bi \u00een fi\u0219ierele de scen\u0103 \u0219i nu se schimb\u0103 dup\u0103 reorganizarea scenei, modificarea ierarhiei elementelor, mutarea sau redenumirea nodurilor.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 biblioteca libgodot, care permite integrarea Godot Engine \u00een aplica\u021biile proprii \u00een loc de a-l lansa ca un proces separat, ceea ce poate fi util, de exemplu, \u00een dezvoltarea editorilor de jocuri personaliza\u021bi. Se suport\u0103 func\u021bionarea pe Linux, Windows \u0219i macOS.\n<li class=\"l\"> Scenele 2D, plasate ca pl\u0103ci \u00een TileMap (de exemplu, cufere animate, l\u0103mpi \u0219i tor\u021be), pot acum s\u0103 fie rotite cu pas de 90 de grade.    <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\"> Pentru a apropia fluxul de lucru de editorii 3D moderni, s-a realizat separarea modurilor de selec\u021bie \u0219i transformare. Precedentul mod \u201eSelectare\u201d a fost redenumit \u00een \u201eTransformare\u201d, iar s-a ad\u0103ugat un nou mod doar pentru selec\u021bie, \u00een care pot fi selectate nodurile f\u0103r\u0103 a ar\u0103ta gizmo-ul de transformare, prevenind astfel opera\u021biunile accidentale de mutare, rotire \u0219i scalare.      <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\"> Instrumentul 3D de desenare \u0219i \u0219tergere din GridMap a fost \u00eembun\u0103t\u0103\u021bit, trec\u00e2ndu-se la algoritmul Bresenham pentru interpolarea \u00eentre puncte, ceea ce permite ob\u021binerea de linii mai fluide \u0219i accelereaz\u0103 crearea de noi niveluri \u0219i h\u0103r\u021bi voxel prin reducerea ajust\u0103rilor manuale.        <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\"> \u00cen gizmo-ul 3D a fost ad\u0103ugat\u0103 posibilitatea de a roti obiectele cu aliniere la direc\u021bia camerei.      <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\"> \u00cen interfa\u021ba grafic\u0103, procesul de centruri\u0219are a punctului de rota\u021bie a fost simplificat.        <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\"> S-a separat procesarea focusului pentru mouse\/trackpad \u0219i tastatur\u0103 - un clic cu mouse-ul nu mai schimb\u0103 focusul de intrare de la tastatur\u0103.\n<li class=\"l\"> Atunci c\u00e2nd se selecteaz\u0103 nodul MarginContainer \u00een editor, va fi asigurat\u0103 vizualizarea marginilor \u00een zona de vizualizare.      <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/3505ddd18a59bde264105d31687cadb1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Navigarea \u00eentre tab-uri a fost \u00eembun\u0103t\u0103\u021bit\u0103: atunci c\u00e2nd un resurs\u0103 este mutat\u0103 \u00een modul Drag &amp; Drop, acum po\u021bi s\u0103 pozi\u021bionezi cursorul pe tab-ul dorit \u0219i s\u0103 comut atunci automat pe acesta f\u0103r\u0103 a face clic.      <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\"> \u00cen panoul Output, acum po\u021bi face clic pe numele fi\u0219ierului din mesajul de eroare sau avertizare pentru a-l deschide \u00een editor.      <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\"> Instrumentul de urm\u0103rire a obiectelor a fost extins cu capacitatea de a crea snapshot-uri din ObjectDB \u0219i de a compara st\u0103rile cu listele obiectelor existente \u00een momente specifice.      <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/248dc457b41e74c6ad54317c87152356.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cen dialogul pentru deschiderea rapid\u0103 a resurselor (Quick Open) a fost ad\u0103ugat\u0103 suportul pentru previzualizarea resursei selectate \u00een contextul scenei curente.        <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\"> \u00cen editorul de anima\u021bie a ap\u0103rut posibilitatea de a modifica lungimea anima\u021biei prin \u00eentinderea sau comprimarea clipsurilor pe linia temporal\u0103. \u00cen interfa\u021ba de setare a curbelor B\u00e9zier au fost ad\u0103ugate butoane pentru a ar\u0103ta, bloca \u0219i \u0219terge grupurile de noduri.          <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\"> A fost ad\u0103ugat\u0103 suportul pentru codificarea delta a patch-urilor PCK, permi\u021b\u00e2nd includerea \u00een patch-uri doar a p\u0103r\u021bilor modificate ale resurselor.\n<li class=\"l\"> A fost ad\u0103ugat\u0103 posibilitatea de a personaliza culoarea indicatorilor cu LED-uri de pe controlerele de joc. \u00cen viitor, se a\u0219teapt\u0103 suport pentru senzori de mi\u0219care, panouri sensibile la atingere, feedback haptic, tr\u0103g\u0103toare adaptive \u0219i ob\u021binerea informa\u021biilor despre controler.\n<li class=\"l\"> Prin optimizarea proces\u0103rii texturilor RGB, care acum sunt transformate \u00een RGBA pe GPU \u0219i utilizate direct, s-au reu\u0219it accelerarea cu p\u00e2n\u0103 la dou\u0103 ori a opera\u021biunilor de import pentru texturi comprimate.\n<li class=\"l\"> La redarea standard, modul de amestecare \u201eScreen\u201d este activat \u0219i se asigur\u0103 aplicarea efectului de str\u0103lucire (Glow) \u00eenainte de tonificare (tonemapping). A fost ad\u0103ugat\u0103 posibilitatea de a personaliza parametrii transform\u0103rii tonale AgX.\n<li class=\"l\"> \u00cen editorul Godot XR a fost ad\u0103ugat\u0103 suportul pentru dispozitive Android XR pentru a simplifica testarea \u0219i depanarea proiectelor pentru realitate augmentat\u0103 \u0219i virtual\u0103. A fost ad\u0103ugat\u0103 suportul pentru specifica\u021bia OpenXR 1.1.        <center><img decoding=\"async\" alt=\"Lansarea motorului de jocuri deschis Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/b6d884397a6eecd74fe6f3b38f3960e7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suportul pentru lansarea aplica\u021biilor exportate pe dispozitive Android prin scrcpy pentru a oglindi con\u021binutul ecranului smartphone-ului pe ecranul PC-ului.          <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\"> Pentru compilarea proiectelor pentru Windows, Direct3D 12 este implicat implicit.    <\/ul>\n<p>De asemenea, merit\u0103 men\u021bionat continuarea dezvolt\u0103rii proiectului Redot, care dezvolt\u0103 un fork al Godot, creat ca r\u0103spuns la politica strict\u0103 de moderare din canalele oficiale de comunicare \u0219i la respingerea de c\u0103tre dezvoltatorii Godot a opiniilor diferite de ale lor. Fondatorii Redot au intentat s\u0103 construiasc\u0103 o comunitate inclusiv\u0103, \u00een care se accept\u0103 orice convingeri personale ale dezvoltatorilor, politizarea procesului de dezvoltare fiind inacceptabil\u0103, iar aten\u021bia principal\u0103 concentr\u00e2ndu-se doar pe crearea de jocuri. Acum c\u00e2teva zile a fost publicat\u0103 versiunea candidat pentru Redot 26.1, \u00een care au fost transferate multe \u00eembun\u0103t\u0103\u021biri din Godot 4.6.<br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64682\">opennet.ro<\/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 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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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