{"id":40691,"date":"2020-02-03T14:35:54","date_gmt":"2020-02-03T11:35:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-03T14:35:54","modified_gmt":"2020-02-03T11:35:54","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","title":{"rendered":"Lansarea motorului de jocuri open-source Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 10 luni de dezvoltare <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">publicat<\/a><\/noindex> lansarea unui motor de jocuri liber <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\">Godot 3.2<\/a><\/noindex>, care este potrivit pentru crearea de jocuri 2D \u0219i 3D. Motorul suport\u0103 un limbaj u\u0219or de \u00eenv\u0103\u021bat pentru scrierea logicii de joc, un mediu grafic pentru proiectarea jocurilor, un sistem de implementare a jocurilor cu un singur clic, func\u021bii extinse 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 joc, al mediului de proiectare a jocurilor \u0219i al instrumentelor de dezvoltare asociate (motor fizic, server audio, backend-uri de redare 2D\/3D etc.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">sunt distribuite<\/a><\/noindex>  sub licen\u021ba MIT. <\/p>\n<p>Codurile surs\u0103 ale motorului au fost <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">deschise<\/a><\/noindex> \u00een 2014 de c\u0103tre studioul <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, dup\u0103 zece ani de dezvoltare a unui produs proprietar de nivel profesional, care a fost folosit pentru crearea \u0219i publicarea <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/portfolio\">multor jocuri<\/a><\/noindex> pentru PC, console de jocuri \u0219i dispozitive mobile. Motorul suport\u0103 toate platformele desktop \u0219i mobile populare (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), precum \u0219i dezvoltarea jocurilor pentru web. Pachetele binare gata de lansare <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">sunt formate<\/a><\/noindex> pentru Linux, Windows \u0219i macOS. <\/p>\n<p>\u00cen <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/commits\/vulkan\">\u00eentr-o ramur\u0103 separat\u0103<\/a><\/noindex> se dezvolt\u0103 <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/abandoning-gles3-vulkan-and-gles2\">un nou backend<\/a><\/noindex> de redare bazat pe API-ul grafic Vulkan, care va fi oferit \u00een urm\u0103toarea lansare Godot 4.0, \u00een locul backend-urilor de redare propuse \u00een prezent prin OpenGL ES 3.0 \u0219i OpenGL 3.3 (suportul pentru OpenGL ES \u0219i OpenGL va fi men\u021binut prin asigurarea func\u021bion\u0103rii vechiului backend OpenGL ES 2.0\/OpenGL 2.1 pe noua arhitectur\u0103 de redare bazat\u0103 pe Vulkan). Trecerea de la Godot 3.2 la Godot 4.0 va necesita reg\u00e2ndirea aplica\u021biilor din cauza incompatibilit\u0103\u021bii la nivel de API, dar pentru ramura Godot 3.2 va fi asigurat un ciclu de suport pe termen lung, perioada acestuia depinz\u00e2nd de cererea utilizatorilor pentru aceast\u0103 ramur\u0103. Portarea \u00een versiunile intermediare 3.2.x a nout\u0103\u021bilor din ramura 4.x, care nu afecteaz\u0103 stabilitatea, nu este exclus\u0103, cum ar fi suportul pentru <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/33603\">compilarea AOT<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/26221\">ARCore<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/dtls-report-1\">DTLS<\/a><\/noindex> \u0219i platforma <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/issues\/20268\">iOS pentru proiecte C#<\/a><\/noindex>.<\/p>\n<p>Principalele nout\u0103\u021bi ale Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suportul pentru c\u0103\u0219tile de realitate virtual\u0103 Oculus Quest, realizat pe baza <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">pluginului<\/a><\/noindex> pentru platforma Android. Pentru dezvoltarea sistemelor de realitate augmentat\u0103 pentru iOS a fost ad\u0103ugat suportul pentru cadrul <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. Suportul pentru cadrul <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>se dezvolt\u0103 pentru Android, dar nu este gata \u0219i va fi inclus \u00eentr-una dintre lans\u0103rile intermediare 3.3.x;\n<p><center><div class=\"youtube-placeholder\" data-id=\"N-UReOuxAP0\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/N-UReOuxAP0\/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><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-for-visual-shader-in-godot-3-2\">Reformulat<\/a><\/noindex> interfa\u021ba editorului vizual de shader-e. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-visual-shaders-godot-3-2-part-2\">Ad\u0103ugate<\/a><\/noindex> noduri noi pentru crearea shaderelor mai avansate. Pentru shaderele implementate cu scripturi clasice, a fost ad\u0103ugat\u0103 suport pentru constante, array-uri \u0219i modificatori &#171;varying&#187;. Multe shadere specifice backend-ului OpenGL ES 3.0 au fost portate pentru OpenGL ES 2;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/pics_base\/0_1580463553.png\"><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/de1d1d50945d7a996f336118f4bab720.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Suportul pentru redarea fizic corect\u0103 a materialelor (PBR) este sincronizat cu capacit\u0103\u021bile noilor motoare de redare PBR, cum ar fi Blender Eevee \u0219i Substance Designer, pentru a asigura o reprezentare similar\u0103 a scenei \u00een Godot \u0219i pachetele utilizate pentru modelare 3D;\n<li class=\"l\"> Optimizarea diverselor set\u0103ri de redare a fost realizat\u0103 pentru a cre\u0219te performan\u021ba \u0219i a \u00eembun\u0103t\u0103\u021bi calitatea imaginii. Multe func\u021bionalit\u0103\u021bi din GLES3 au fost transferate \u00een backend-ul GLES3, inclusiv suportul pentru metoda de anti-aliasing MSAA (Multisample anti-aliasing) \u0219i diverse efecte de post-procesare (str\u0103lucire, blur de ad\u00e2ncime \u0219i BCS);\n<li class=\"l\"> A fost ad\u0103ugat suport complet pentru importul de scene \u0219i modele 3D \u00een format glTF 2.0 (GL Transmission Format) \u0219i a fost ad\u0103ugat suport ini\u021bial pentru formatul FBX, care permite importul de scene cu anima\u021bie din Blender, dar deocamdat\u0103 nu este compatibil cu Maya \u0219i 3ds Max. A fost ad\u0103ugat suport pentru skin-uri la importul scenelor prin glTF 2.0 \u0219i FBX, permi\u021b\u00e2nd utilizarea acelea\u0219i structuri osos \u00een mai multe mesh-uri.<br \/>\nLucr\u0103rile pentru \u00eembun\u0103t\u0103\u021birea \u0219i stabilizarea suportului pentru glTF 2.0 au fost realizate \u00eempreun\u0103 cu comunitatea dezvoltatorilor din Blender, \u00een care suportul \u00eembun\u0103t\u0103\u021bit pentru glTF 2.0 va fi oferit \u00een versiunea 2.83;<\/p>\n<li class=\"l\"> Capabilit\u0103\u021bile de re\u021bea ale motorului au fost extinse cu suport pentru protocoalele WebRTC \u0219i WebSocket, precum \u0219i cu posibilitatea de a utiliza UDP \u00een modul multicast. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">A fost ad\u0103ugat API<\/a><\/noindex> pentru utilizarea hash-urilor criptografice \u0219i gestionarea certificatelor. A fost ad\u0103ugat o interfa\u021b\u0103 grafic\u0103 pentru profilarea activit\u0103\u021bii de re\u021bea. Au \u00eenceput lucr\u0103rile pentru crearea unui port Godot pentru<br \/>\nWebAssembly\/HTML5, care va permite rularea editorului \u00een browser prin Web; <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5e3\/167\/117\/5e3167117c8c3991279770.png\"><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/8e800858cff288a4d2da8e7235ca154c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Reformulat <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">plugin<\/a><\/noindex> pentru platforma Android \u0219i sistemul de export. Acum, pentru formarea pachetelor pentru Android sunt oferite dou\u0103 sisteme de export separate: unul cu motor pre-combinat, iar cel\u0103lalt permi\u021b\u00e2nd generarea de construc\u021bii personalizate pe baza variantelor personalizate ale motorului. Setarea construc\u021biilor proprii poate fi realizat\u0103 la nivel de plugin pentru Android, f\u0103r\u0103 modificarea manual\u0103 a \u0219ablonului surs\u0103;\n<li class=\"l\"> \u00cen editor a fost ad\u0103ugat suport pentru dezactivarea selectiv\u0103 <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">a<\/a><\/noindex> posibilit\u0103\u021bi specifice, de exemplu, se pot elimina butoanele pentru activarea editorului 3D, editorul de scripturi, biblioteca de resurse, noduri, panouri, propriet\u0103\u021bi \u0219i alte elemente care nu sunt necesare dezvoltatorului (ascunderea elementelor inutile permite simplificarea considerabil\u0103 a interfe\u021bei);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5ca\/bcb\/9a1\/5cabcb9a1a4ab072608872.png\"><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/00f00de79050c6363d699880574cee28.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suport ini\u021bial pentru integrarea cu sistemele de gestionare a codului surs\u0103 \u0219i a fost implementat un plugin pentru suportul Git<br \/>\n \u00een editor;<\/p>\n<li class=\"l\"> S-a oferit posibilitatea de a suprascrie camera pentru jocul \u00een execu\u021bie prin fereastra din editor, ceea ce permite evaluarea diferitelor moduri \u00een joc (vizionare liber\u0103, inspectarea nodurilor etc.);\n<p><center><video controls=\"\" style=\"width: 640px; height: 480px; max-width:100%\"><source src=\"https:\/\/v.redd.it\/p510zrmq92731\/DASH_480\" type=\"video\/mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> S-a propus implementarea serverului LSP (Language Server Protocol) pentru limbajul GDScript, care permite transmiterea informa\u021biilor despre semantica GDScript \u0219i regulile de completare automat\u0103 a codului c\u0103tre editori externi, precum pluginul VS Code \u0219i Atom;\n<li class=\"l\"> Numeroase \u00eembun\u0103t\u0103\u021biri au fost aduse editorului \u00eencorporat de scripturi GDScript: a fost ad\u0103ugat\u0103 posibilitatea de a seta semne de carte pe pozi\u021bii \u00een cod, s-a realizat un panou minimap (pentru o privire rapid\u0103 de ansamblu asupra tuturor codului), a fost \u00eembun\u0103t\u0103\u021bit\u0103 completarea automat\u0103 a intr\u0103rii, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/gsoc-2019-progress-report-3#visual-scripting\">extinse<\/a><\/noindex> posibilit\u0103\u021bile modului de proiectare vizual\u0103 a scripturilor;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/user-images.githubusercontent.com\/6584330\/62838137-14a18700-bc70-11e9-87d7-7f9e31e8a63d.png\"><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/f8a92edb7e5e27d79d4d8e371facd799.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> A fost ad\u0103ugat\u0103 o modalitate de a crea jocuri pseudo-3D, permi\u021b\u00e2nd utilizarea unui efect de ad\u00e2ncime \u00een jocuri bidimensionale prin definirea mai multor straturi care formeaz\u0103 o perspectiv\u0103 fictiv\u0103;\n<p><center><div class=\"youtube-placeholder\" data-id=\"CWZvPZ5mGmY\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/CWZvPZ5mGmY\/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><\/p>\n<li class=\"l\"> \u00cen editorul 2D <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/atlas-support-returns-godot-3-2\">a fost restabilit\u0103<\/a><\/noindex> suportul pentru atlase de texturi;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5cb\/a1f\/fad\/5cba1ffad5e78163949453.png\"><img decoding=\"async\" alt=\"Lansarea motorului de jocuri open-source Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/45cb42b1e4668ebc36740ab1a0d9dd49.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> \u00cen GUI a fost modernizat procesul de amplasare a ancorelor \u0219i grani\u021belor zonelor;\n<li class=\"l\"> Pentru datele textuale a fost ad\u0103ugat\u0103 posibilitatea de a observa \u00een timp real modificarea parametrilor efectelor, a fost asigurat suport pentru etichetele BBCode \u0219i posibilitatea de a defini propriile efecte;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">Ad\u0103ugat<\/a><\/noindex> generatorul de fluxuri sonore, care permite crearea undelor sonore pe baza cadrelor individuale \u0219i a analizatorului spectral;\n<li class=\"l\"> Cu ajutorul bibliotecii <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  a fost implementat\u0103 posibilitatea de a descompune mesh-urile concave \u00een p\u0103r\u021bi convexe exacte \u0219i simplificate. Aceast\u0103 capacitate simplific\u0103 semnificativ generarea formelor de collision pentru mesh-urile 3D existente;\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"jVmG7nVxvoA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/jVmG7nVxvoA\/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><\/p>\n<li class=\"l\"> A fost implementat\u0103 posibilitatea de a dezvolta logica de joc \u00een limbajul C# folosind Mono pentru platformele Android \u0219i WebAssembly (anterior C# era suportat pentru Linux, Windows \u0219i macOS). Pe baza Mono 6.6 a fost realizat suportul pentru C# 8.0. Pentru C# a fost de asemenea implementat suport ini\u021bial pentru compilarea anticipat\u0103 (AOT, ahead-of-time), care a fost ad\u0103ugat\u0103 \u00een baza de cod, dar care nu este activat\u0103 \u00eenc\u0103 (pentru WebAssembly se folose\u0219te momentan un interpret). Pentru editarea codului C# a fost implementat\u0103 posibilitatea de a conecta editoare externe, cum ar fi MonoDevelop, Visual Studio for Mac \u0219i Jetbrains Rider;\n<li class=\"l\"> A fost semnificativ extins \u0219i \u00eembun\u0103t\u0103\u021bit <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">documenta\u021bia<\/a><\/noindex>. A fost publicat\u0103 o parte din <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/\">traducerea documenta\u021biei<\/a><\/noindex> \u00een limba rom\u00e2n\u0103 (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/getting_started\/step_by_step\/index.html\">tradus<\/a><\/noindex> ghidul introductiv pentru \u00eencep\u0103tori).\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Sursa: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52285\">opennet.ro<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 10 \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 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