{"id":102239,"date":"2021-11-08T15:36:48","date_gmt":"2021-11-08T13:36:49","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4"},"modified":"2021-11-08T15:36:48","modified_gmt":"2021-11-08T13:36:49","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po 6 mesiacoch v\u00fdvoja bol zverejnen\u00fd vydanie vo\u013en\u00e9ho hern\u00e9ho enginu Godot 3.4, vhodn\u00e9ho na vytv\u00e1ranie 2D a 3D hier. Engine podporuje jednoduch\u00fd jazyk na zad\u00e1vanie hernej logiky, grafick\u00e9 prostredie na navrhovanie hier, syst\u00e9m nasadzovania hier jedn\u00fdm kliknut\u00edm, rozsiahle mo\u017enosti anim\u00e1cie a simul\u00e1cie fyzik\u00e1lnych procesov, vstavan\u00fd debugger a syst\u00e9m na identifik\u00e1ciu \u00fazkych miest vo v\u00fdkonnosti. K\u00f3d hern\u00e9ho enginu, prostredia na navrhovanie hier a pr\u00eds\u013eubn\u00e9 v\u00fdvojov\u00e9 n\u00e1stroje (fyzik\u00e1lny engin, zvukov\u00fd server, backendy 2D\/3D renderovania a pod.) s\u00fa poskytovan\u00e9 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>Godot 3.4 je pozoruhodn\u00fd pridan\u00edm nasleduj\u00facich noviniek:  <\/p>\n<ul>\n<li class=\"l\"> Prepracovan\u00e9 u\u017e\u00edvate\u013esk\u00e9 rozhranie na \u00fapravu t\u00e9m, ktor\u00e9 realizuje preh\u013eadn\u00fd proces v\u00fdberu uzlov a poskytuje mo\u017enos\u0165 zmeny vzh\u013eadu bez opustenia re\u017eimu n\u00e1h\u013eadu.        <center>  <div class=\"youtube-placeholder\" data-id=\"3AGGBZVVVTw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/3AGGBZVVVTw\/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\"> Do editora boli vylep\u0161enia pre zv\u00fd\u0161enie pohodlia pri pr\u00e1ci: bola pridan\u00e1 funkcia r\u00fdchleho na\u010d\u00edtania zdrojov v re\u017eime in\u0161pekcie, povolen\u00e9 vytv\u00e1ranie uzlov na \u013eubovo\u013enej poz\u00edcii, pridan\u00e9 nov\u00e9 rozhranie pre export \u0161abl\u00f3n, implementovan\u00e9 \u010fal\u0161ie oper\u00e1cie s gizmo (syst\u00e9m obmedzuj\u00facich paralelopipedov) a zlep\u0161en\u00fd editor anim\u00e1ci\u00ed na z\u00e1klade B\u00e9zierov\u00fdch kriviek.      <center>  <div class=\"youtube-placeholder\" data-id=\"AaNMGVaJ--g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/AaNMGVaJ--g\/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\"> Bol pridan\u00fd re\u017eim sp\u00e4tn\u00e9ho zru\u0161enia zmien, ktor\u00fd umo\u017e\u0148uje zru\u0161i\u0165 v\u0161etky zmeny sc\u00e9ny sp\u00f4soben\u00e9 aplikovan\u00edm anim\u00e1cie prostredn\u00edctvom AnimationPlayer namiesto zru\u0161enia zmeny ka\u017ed\u00e9ho vlastnosti osobitne.\n<li class=\"l\"> Do nastaven\u00ed bola pridan\u00e1 mo\u017enos\u0165 na zmenu \u00farovne pribl\u00ed\u017eenia oblasti 2D poh\u013eadu (2D viewport), ktor\u00fa mo\u017eno pou\u017ei\u0165 na zv\u00e4\u010d\u0161enie alebo zmen\u0161enie 2D prvkov, nez\u00e1visle od aktu\u00e1lneho re\u017eimu natiahnutia (stretch mode).\n<li class=\"l\"> Do File API bola pridan\u00e1 podpora pre pr\u00e1cu s s\u00fabormi (vr\u00e1tane PCK), ktor\u00fdch ve\u013ekos\u0165 presahuje 2 GB.\n<li class=\"l\"> Boli implementovan\u00e9 zmeny na zv\u00fd\u0161enie plynulosti renderovania v\u010faka v\u00fdpo\u010dtu zmien v sn\u00edmkach bez viazania na syst\u00e9mov\u00fd \u010dasova\u010d a rie\u0161eniu probl\u00e9mov so synchroniz\u00e1ciou v\u00fdstupu pri pou\u017e\u00edvan\u00ed vsync.\n<li class=\"l\"> Do syst\u00e9mu spracovania vstupu InputEvents bola pridan\u00e1 podpora pre priradenie k sk\u00e9novac\u00edm k\u00f3dom, ktor\u00e9 odr\u00e1\u017eaj\u00fa fyzick\u00e9 umiestnenie kl\u00e1ves na kl\u00e1vesnici, nez\u00e1visle od akt\u00edvneho rozlo\u017eenia (napr\u00edklad kl\u00e1vesy WASD v rozlo\u017een\u00ed QWERTY bud\u00fa automaticky priraden\u00e9 ku kl\u00e1vesom ZQSD na franc\u00fazskom rozlo\u017een\u00ed AZERTY).\n<li class=\"l\"> Boli pridan\u00e9 rozhrania AESContext a HMACContext pre pr\u00edstup zo skriptov k algoritmom \u0161ifrovania AES-ECB, AES-CBC a HMAC. Bola tie\u017e pridan\u00e1 mo\u017enos\u0165 ukladania a \u010d\u00edtania verejn\u00fdch k\u013e\u00fa\u010dov RSA na generovanie a overovanie digit\u00e1lnych podpisov.\n<li class=\"l\"> Do renderovacej motorovej podpory bola pridan\u00e1 po\u010diato\u010dn\u00e1 podpora na zastavenie renderovania objektov, ktor\u00e9 s\u00fa v zornom poli kamery, ale nie s\u00fa vidite\u013en\u00e9 kv\u00f4li zakrytiu in\u00fdmi objektmi (napr\u00edklad nach\u00e1dzaj\u00facimi sa za stenou). Rastrov\u00e9 (na \u00farovni jednotliv\u00fdch pixelov) orezanie prekrytia bude implementovan\u00e9 iba v vetve Godot 4, zatia\u013e \u010do v Godot 3 s\u00fa zahrnut\u00e9 niektor\u00e9 geometrick\u00e9 met\u00f3dy orezania prekryvaj\u00facich sa predmetov a podpora port\u00e1lov\u00e9ho prekrytia.    <center>  <div class=\"youtube-placeholder\" data-id=\"8xgb-ZcZV9s\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/8xgb-ZcZV9s\/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\"> Bol pridan\u00fd nov\u00fd metod t\u00f3novania ACES Fitted, ktor\u00fd umo\u017e\u0148uje dosiahnu\u0165 v\u00e4\u010d\u0161iu realistickos\u0165 a fyzick\u00fa presnos\u0165 zv\u00fd\u0161en\u00edm kontrastu jasn\u00fdch objektov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00e1 podpora formy emisie trojrozmern\u00fdch \u010dast\u00edc vo forme kruhu alebo dut\u00e9ho valca.\n<li class=\"l\"> Vo fyzik\u00e1lnom simula\u010dnom eng\u00edne bola v\u00fdrazne zv\u00fd\u0161en\u00e1 v\u00fdkonnos\u0165 generovania vypukl\u00fdch objektov z m\u0155tveho a prepracovan\u00fd re\u017eim sledovania kol\u00edzi\u00ed v inspek\u010dnom rozhran\u00ed. Pre 2D fyzik\u00e1lny eng\u00edn bola pridan\u00e1 podpora \u0161trukt\u00fary BVH (Bounding Volume Hierarchy) pre dynamick\u00e9 priestorov\u00e9 delenie. V 3D fyzik\u00e1lnom eng\u00edne bola implementovan\u00e1 podpora funkcie HeightMapShapeSW a pridan\u00e9 prostriedky na synchroniz\u00e1ciu s KinematicBody3D.\n<li class=\"l\"> Pridan\u00e1 mo\u017enos\u0165 exportova\u0165 3D sc\u00e9ny vo form\u00e1te glTF, napr\u00edklad na otvorenie pripraven\u00fdch v Godot modelov v Blendere.\n<li class=\"l\"> Pridan\u00e1 podpora re\u017eimu bezstratovej kompresie obr\u00e1zkov WebP, ktor\u00e1 sa teraz predvolene pou\u017e\u00edva na kompresiu text\u00far m\u00edsto form\u00e1tu PNG.\n<li class=\"l\"> V portlete pre platformu Android bola pridan\u00e1 po\u010diato\u010dn\u00e1 podpora API Scoped storage a nov\u00fd sp\u00f4sob na\u010d\u00edtavania dodato\u010dn\u00fdch zdrojov (Play Asset Delivery) pre sp\u00fa\u0161\u0165ate\u013en\u00e9 s\u00fabory vo form\u00e1te AAB (Android App Bundle).\n<li class=\"l\"> Pre platformu HTML5 bola implementovan\u00e1 mo\u017enos\u0165 in\u0161tal\u00e1cie vo forme aplik\u00e1ci\u00ed PWA (Progressive Web Apps), pridan\u00e9 rozhranie JavaScriptObject na interakciu medzi Godot a JavaScript (napr\u00edklad je mo\u017en\u00e9 vola\u0165 met\u00f3dy JavaScript z Godot skriptov), pre viacvl\u00e1knov\u00e9 zostavy bola pridan\u00e1 podpora AudioWorklet.\n<li class=\"l\"> Pre platformu macOS bola pridan\u00e1 podpora syst\u00e9mov na \u010dipe Apple Silicon (M1).    <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56121\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, \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 \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 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":102240,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-102239","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e 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