{"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\/sk\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po 7 mesiacoch v\u00fdvoja bol vydan\u00fd osloboden\u00fd hern\u00fd enginet Godot 3.3, vhodn\u00fd na vytv\u00e1ranie 2D a 3D hier. Engine podporuje \u013eahko sa u\u010dite\u013en\u00fd jazyk na zad\u00e1vanie hernej logiky, grafick\u00e9 prostredie na navrhovanie hier, syst\u00e9m nasadenia hier jedn\u00fdm kliknut\u00edm, \u0161irok\u00e9 mo\u017enosti anim\u00e1cie a simul\u00e1cie fyzik\u00e1lnych procesov, integrovan\u00fd debuggery a syst\u00e9m na odha\u013eovanie \u00fazkych miest vo v\u00fdkonnosti. K\u00f3d hern\u00e9ho enginu, prostredia n\u00e1vrhu hier a sprievodn\u00fdch v\u00fdvojov\u00fdch n\u00e1strojov (fyzik\u00e1lny engine, zvukov\u00fd server, backendy pre 2D\/3D renderovanie a pod.) je distribuovan\u00fd pod licenciou MIT.       <\/p>\n<p>Zdrojov\u00e9 k\u00f3dy enginu boli spr\u00edstupnen\u00e9 v roku 2014 \u0161t\u00fadiom OKAM, po desiatich rokoch v\u00fdvoja propriet\u00e1rneho produktu profesion\u00e1lnej \u00farovne, ktor\u00fd bol pou\u017eit\u00fd na vytvorenie a publikovanie mnoh\u00fdch hier pre PC, hern\u00e9 konzoly a mobiln\u00e9 zariadenia. Engine podporuje v\u0161etky popul\u00e1rne stacion\u00e1rne a mobiln\u00e9 platformy (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX) a tie\u017e v\u00fdvoj hier pre web. Hotov\u00e9 bin\u00e1rne zostavy s\u00fa pripraven\u00e9 pre Linux, Windows a macOS.     <\/p>\n<p>V oddelenej vetve sa vyv\u00edja nov\u00fd backend renderovania na b\u00e1ze grafick\u00e9ho API Vulkan, ktor\u00fd bude pon\u00faknut\u00fd v nasleduj\u00facom vydan\u00ed Godot 4.0, namiesto s\u00fa\u010dasn\u00fdch backendov renderovania prostredn\u00edctvom OpenGL ES 3.0 a OpenGL 3.3 (podpora OpenGL ES a OpenGL zostane zabezpe\u010den\u00e1 prostredn\u00edctvom prev\u00e1dzky star\u00e9ho backendu OpenGL ES 2.0\/OpenGL 2.1 na novej architekt\u00fare renderovania na b\u00e1ze Vulkan). Prechod z Godot 3.x na Godot 4.0 si vy\u017eaduje prepracovanie aplik\u00e1ci\u00ed kv\u00f4li poru\u0161eniu kompatibility na \u00farovni API, ale pre vetvu Godot 3.x bude zabezpe\u010den\u00fd dlh\u00fd cyklus podpory, ktor\u00e9ho trvanie bude z\u00e1visie\u0165 od dopytu po pr\u00edsne API zo strany pou\u017e\u00edvate\u013eov.       <\/p>\n<p> Vetva Godot 3.3 je plne kompatibiln\u00e1 s Godot 3.2 a pokra\u010duje vo v\u00fdvoji stabiln\u00fdch vydan\u00ed enginu, pre ktor\u00e9 bude zabezpe\u010den\u00fd dlhodob\u00fd cyklus podpory. P\u00f4vodne sa pl\u00e1novalo vyda\u0165 aktualiz\u00e1ciu 3.2.4 namiesto Godot 3.3, no verzie 3.2.x boli pou\u017e\u00edvate\u013emi vn\u00edman\u00e9 ako opravn\u00e9, aj ke\u010f z vetvy 4.0 boli prenesen\u00e9 nov\u00e9 funkcie, preto projekt pre\u0161iel na klasick\u00fa sch\u00e9mu s\u00e9mantick\u00e9ho verziovania. Konkr\u00e9tne, aktualiz\u00e1cia tretej \u010d\u00edslice teraz ozna\u010duje iba pr\u00edtomnos\u0165 opr\u00e1v, druh\u00e1 \u2014 zahrnutie novej funk\u010dnosti a prv\u00e1 \u2014 pr\u00edtomnos\u0165 zmien ovplyv\u0148uj\u00facich kompatibilitu. Vetva 3.x.x bude sprev\u00e1dzan\u00e1 paralelne s 4.x.x, k\u00fdm Godot 4.x nebude \u00faplne stabilizovan\u00fd a prisp\u00f4soben\u00fd pre v\u0161etok aktu\u00e1lny hardv\u00e9r.    <\/p>\n<p>Godot 3.3 sa vyzna\u010duje pridan\u00edm nasleduj\u00facich noviniek:  <\/p>\n<ul>\n<li class=\"l\"> Pripraven\u00e1 verzia editora, ktor\u00e1 funguje v webovom prehliada\u010di.  <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00e1 mo\u017enos\u0165 exportu hier pre platformu Android vo form\u00e1te AAB (Android App Bundle), okrem bal\u00edkov APK. Form\u00e1t AAB umo\u017e\u0148uje usporiada\u0165 na\u010d\u00edtanie iba t\u00fdch nat\u00edvnych kni\u017en\u00edc, ktor\u00e9 s\u00fa potrebn\u00e9 na chod na aktu\u00e1lnom zariaden\u00ed (napr\u00edklad armeabi-v7a alebo arm64-v8a). Pre platformu Android bola tie\u017e realizovan\u00e1 mo\u017enos\u0165 integrova\u0165 do aplik\u00e1ci\u00ed prvky na z\u00e1klade enginu Godot vo forme subkomponentov (subview), vyu\u017e\u00edvaj\u00facich \u010das\u0165 okna. Taktie\u017e bola pridan\u00e1 podpora slep\u00fdch oblast\u00ed obrazovky (zaoblen\u00ed a v\u00fdrezov pod kameru), udalost\u00ed my\u0161i a vstupu z extern\u00fdch kl\u00e1vesn\u00edc.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bol pridan\u00fd nov\u00fd API na zostavovanie a distrib\u00faciu pluginov pre platformu iOS, ktor\u00fd umo\u017e\u0148uje presun\u00fa\u0165 pluginy (ARKit, GameCenter, InAppStore) do samostatn\u00e9ho repozit\u00e1ra a rozv\u00edja\u0165 ich nez\u00e1visle od enginu Godot. Tento API bol predt\u00fdm implementovan\u00fd pre platformu Android.\n<li class=\"l\"> Vylep\u0161en\u00e9 prostriedky exportu hier pre Web (platforma HTML5). Pre hry sp\u00fa\u0161\u0165an\u00e9 v prehliada\u010di bola pridan\u00e1 podpora multithreading a skriptov GDNative, no kv\u00f4li obmedzeniam platformy HTML5 je ich implement\u00e1cia nekompatibiln\u00e1 s variantmi pre nat\u00edvne hry. Okrem toho, implement\u00e1cia vl\u00e1kien je viazan\u00e1 na API SharedArrayBuffer, ktor\u00e9 nie je dostupn\u00e9 vo v\u0161etk\u00fdch prehliada\u010doch. Poskytuj\u00fa sa tri samostatn\u00e9 re\u017eimy exportu \u2014 Regular, Threads a GDNative. V multithreading profile bola navy\u0161e pridan\u00e1 podpora API AudioWorklet, ktor\u00e1 umo\u017e\u0148uje dosiahnu\u0165 kvalitnej\u0161\u00ed v\u00fdstup zvuku bez blokovania hlavn\u00e9ho vl\u00e1kna. V\u00fdrazne bola zlep\u0161en\u00e1 podpora hern\u00fdch ovl\u00e1da\u010dov a virtu\u00e1lnych kl\u00e1vesn\u00edc.        <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00e1 podpora pre zostavovanie hier pre nov\u00e9 zariadenia Apple s ARM \u010dipom M1. Pridan\u00e1 podpora vkladania digit\u00e1lnych podpisov pre spustite\u013en\u00e9 s\u00fabory generovan\u00e9 pre macOS.\n<li class=\"l\"> Z vetvy 4.0 bol prenesen\u00fd modernizovan\u00fd API na organiz\u00e1ciu multithreadingu, ktor\u00fd vyu\u017e\u00edva schopnosti \u0161tandardu C++14, zlep\u0161ila sa spo\u013eahlivos\u0165 na r\u00f4znych platform\u00e1ch a bola vykonan\u00e1 optimaliz\u00e1cia v\u00fdkonu.\n<li class=\"l\"> Z vetvy 4.0 bola prenesen\u00e1 optimaliz\u00e1cia, ktor\u00e1 vyu\u017e\u00edva \u0161trukt\u00faru BVH (Bounding Volume Hierarchy) namiesto met\u00f3dy Octree na dynamick\u00e9 priestorov\u00e9 delenie pri vykres\u013eovan\u00ed. BVH sa teraz pou\u017e\u00edva predvolene a rie\u0161i mno\u017estvo probl\u00e9mov s v\u00fdkonom.\n<li class=\"l\"> Bola zaveden\u00e1 unifikovan\u00e1 implement\u00e1cia 2D batchingu (Batching, optimaliz\u00e1cia na zn\u00ed\u017eenie volan\u00ed na vykreslenie zoh\u013eadnen\u00edm vz\u00e1jomn\u00e9ho umiestnenia objektov), ktor\u00e1 m\u00f4\u017ee by\u0165 pou\u017eit\u00e1 ako pre OpenGL ES 3, tak aj pre OpenGL ES 2. Samotn\u00e1 optimaliz\u00e1cia teraz pokr\u00fdva viac objektov, vr\u00e1tane \u010diar a polyg\u00f3nov.\n<li class=\"l\"> Pridan\u00fd nov\u00fd sveteln\u00fd mapper, ktor\u00fd vyu\u017e\u00edva met\u00f3du ray tracing a podporuje potla\u010denie \u0161umu pomocou kni\u017enice oidn (Open Image Denoise). Nov\u00fd sveteln\u00fd mapper pou\u017e\u00edva na v\u00fdpo\u010dty CPU a rie\u0161i v\u00e4\u010d\u0161inu probl\u00e9mov s kvalitou, ktor\u00e9 sa sp\u00e1jali so star\u00fdm spracovate\u013eom. Navy\u0161e bol pripraven\u00fd variant sveteln\u00e9ho mappera, ktor\u00fd vyu\u017e\u00edva GPU, ale je viazan\u00fd na API Vulkan a objav\u00ed sa iba vo verzii 4.0.  <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Z vetvy Godot 4.0 boli prenesen\u00e9 mnoh\u00e9 vylep\u0161enia t\u00fdkaj\u00face sa renderovania, ako r\u00fdchle programov\u00e9 skining, optimalizovan\u00e9 transform\u00e1cie skryt\u00fdch 3D objektov, prisp\u00f4sobite\u013en\u00fd po\u010det sveteln\u00fdch zdrojov pre ka\u017ed\u00fd objekt a vylep\u0161en\u00e9 vykres\u013eovanie tie\u0148ov pomocou PCF filtra.      <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=\"Prehrajte 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\"> V eng\u00edne simul\u00e1cie fyzik\u00e1lnych procesov bola zlep\u0161en\u00e1 spr\u00e1va r\u00f4znych typov kol\u00edz\u00ed.\n<li class=\"l\"> Do editora boli pridan\u00e9 komplexn\u00e9 mo\u017enosti kop\u00edrovania a vkladania uzlov, ktor\u00e9 umo\u017e\u0148uj\u00fa pren\u00e1\u0161a\u0165 medzi r\u00f4znymi sc\u00e9nami.\n<li class=\"l\"> Bol vylep\u0161en\u00fd re\u017eim in\u0161pekcie, v ktorom je zabezpe\u010den\u00e9 vizu\u00e1lne vyzna\u010denie subresursov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00e1 podpora definovania predvolen\u00fdch nastaven\u00ed pre importovan\u00e9 zdroje.  <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bola vykonan\u00e1 pr\u00e1ca na zv\u00fd\u0161en\u00ed pohodlia pr\u00e1ce v 3D editore, vr\u00e1tane pridania nekone\u010dnej dynamickej trojdimenzion\u00e1lnej siete a v\u00fdrazn\u00e9ho zlep\u0161enia realiz\u00e1cie ot\u00e1\u010dania a vyzna\u010dovania pomocou gizma (ukazovate\u013ea os\u00ed s\u00faradn\u00edc).    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do n\u00e1strojov pre t\u00edmov\u00fa pr\u00e1cu bola pridan\u00e1 ochrana pred zmenami v sc\u00e9nach, ktor\u00e9 s\u00fa u\u017e otvoren\u00e9 in\u00fdmi pou\u017e\u00edvate\u013emi (zobraz\u00ed sa varovanie, ak sa pri ukladan\u00ed zistia nov\u0161ie verzie otvoren\u00fdch s\u00faborov).\n<li class=\"l\"> Bol zlep\u0161en\u00fd import z s\u00faborov vo form\u00e1te FBX.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00fd plugin OpenXR s podporou rovnomenn\u00e9ho \u0161tandardu pre vytv\u00e1ranie aplik\u00e1ci\u00ed virtu\u00e1lnej a roz\u0161\u00edrenej reality. Do portu HTML5 pre vytv\u00e1ranie hier na b\u00e1ze technol\u00f3gi\u00ed virtu\u00e1lnej reality bola pridan\u00e1 podpora \u0161pecifik\u00e1cie 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=\"Prehrajte 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\"> Pridan\u00e1 podpora nahr\u00e1vania a prehr\u00e1vania zvuku vo form\u00e1te MP3 (predt\u00fdm nebol podporovan\u00fd kv\u00f4li patentom).\n<li class=\"l\"> V GraphEdit bola pridan\u00e1 podpora mini-n\u00e1h\u013eadu celej \u0161trukt\u00fary (minimap), zobrazovan\u00e9ho v pravom dolnom rohu a umo\u017e\u0148uj\u00faceho okam\u017eite z\u00edska\u0165 preh\u013ead v\u0161etk\u00fdch uzlov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55028\">opennet.ru<\/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. 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