{"id":107043,"date":"2023-03-02T12:48:28","date_gmt":"2023-03-02T10:48:40","guid":{"rendered":"https:\/\/prohoster.info\/?p=107043"},"modified":"2023-03-03T23:49:34","modified_gmt":"2023-03-03T21:49:34","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po \u0161tyroch rokoch v\u00fdvoja bol zverejnen\u00fd vydanie vo\u013en\u00e9ho hern\u00e9ho enginu Godot 4.0, vhodn\u00e9ho na vytv\u00e1ranie 2D a 3D hier. Engine podporuje jednoduch\u00fd jazyk na zad\u00e1vanie hernej logiky, grafick\u00e9 prostredie na n\u00e1vrh hier, syst\u00e9m nasadenia hier jedn\u00fdm kliknut\u00edm, \u0161irok\u00e9 mo\u017enosti anim\u00e1cie a simul\u00e1cie fyzik\u00e1lnych procesov, vstavan\u00fd debugger a syst\u00e9m na identifik\u00e1ciu \u00fazk\u00fdch miest vo v\u00fdkonnosti. K\u00f3d hern\u00e9ho enginu, prostredia na n\u00e1vrh hier a sprievodn\u00e9ho v\u00fdvojov\u00e9ho n\u00e1stroja (fyzik\u00e1lny engine, zvukov\u00fd server, backendy 2D\/3D renderovania at\u010f.) je distribuovan\u00fd pod licenciou MIT.     <\/p>\n<p>Zdroje enginu boli otvoren\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 vytv\u00e1ranie a publikovanie mnoh\u00fdch hier pre PC, hern\u00e9 konzoly a mobiln\u00e9 zariadenia. Engine podporuje v\u0161etky popul\u00e1rne desktopov\u00e9 a mobiln\u00e9 platformy (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), ako aj v\u00fdvoj hier pre web. Hotov\u00e9 spustite\u013en\u00e9 bin\u00e1rne zostavy s\u00fa vytvoren\u00e9 pre Linux, Android, Windows a macOS.       <\/p>\n<p>Do vetvy Godot 4.0 bolo zahrnut\u00fdch pribli\u017ene 12 tis\u00edc zmien a opraven\u00fdch 7 tis\u00edc ch\u00fdb. Na v\u00fdvoji enginu a p\u00edsan\u00ed dokument\u00e1cie sa podie\u013ealo pribli\u017ene 1500 \u013eud\u00ed. Medzi k\u013e\u00fa\u010dov\u00e9 zmeny patr\u00ed:  <\/p>\n<ul>\n<li class=\"l\"> Boli navrhnut\u00e9 dva nov\u00e9 backendy renderovania (klastri\u010dn\u00fd a mobiln\u00fd) na b\u00e1ze grafick\u00e9ho API Vulkan, ktor\u00e9 nahradili backendy, vykon\u00e1vaj\u00face vykreslenie cez OpenGL ES a OpenGL. Pre star\u0161ie a slab\u0161ie zariadenia bol integrovan\u00fd backend na zabezpe\u010denie kompatibility na b\u00e1ze OpenGL, ktor\u00fd vyu\u017e\u00edva nov\u00fa architekt\u00faru renderovania. Pre dynamick\u00e9 vykres\u013eovanie s ni\u017e\u0161\u00edm rozl\u00ed\u0161en\u00edm bola pou\u017eit\u00e1 technol\u00f3gia super-samplingu AMD FSR (FidelityFX Super Resolution), ktor\u00e1 vyu\u017e\u00edva algoritmy priestorov\u00e9ho \u0161k\u00e1lovania a rekon\u0161trukcie detailov na zn\u00ed\u017eenie straty kvality obrazu pri zv\u00e4\u010d\u0161ovan\u00ed a transform\u00e1cii do vy\u0161\u0161ieho rozl\u00ed\u0161enia. Bol implementovan\u00fd renderovac\u00ed engine na b\u00e1ze Direct3D 12, ktor\u00fd zlep\u0161\u00ed podporu platforiem Windows a Xbox.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bola pridan\u00e1 mo\u017enos\u0165 pr\u00e1ce s rozhran\u00edm v viacer\u00fdch okn\u00e1ch (r\u00f4zne panely a \u010dasti rozhrania je mo\u017en\u00e9 odpoji\u0165 ako samostatn\u00e9 okn\u00e1).    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bol pridan\u00fd nov\u00fd editor u\u017e\u00edvate\u013esk\u00fdch rozhran\u00ed a nov\u00fd vizu\u00e1lny dizajn\u00e9r widgetov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bol pridan\u00fd nov\u00fd editor t\u00e9m.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Celkom bola prepisan\u00e1 syst\u00e9m riadenia osvetlenia a tie\u0148ov, v ktorom je zapojen\u00e1 technol\u00f3gia glob\u00e1lneho osvetlenia SDFGI (Signed Distance Field Global Illumination) pracuj\u00faca v re\u00e1lnom \u010dase. V\u00fdrazne bolo zv\u00fd\u0161en\u00e9 rozl\u00ed\u0161enie tie\u0148ov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">Uzol GIProbe, ktor\u00fd sa pou\u017e\u00edva na osvetlenie sc\u00e9ny odrazen\u00fdm svetlom, bol nahraden\u00fd uzlom VoxelGI, optimalizovan\u00fdm na spracovanie osvetlenia v re\u00e1lnom \u010dase v sc\u00e9nach s mal\u00fdmi alebo stredn\u00fdmi interi\u00e9rmi. Pre slab\u0161ie zariadenia zost\u00e1va mo\u017enos\u0165 predbe\u017en\u00e9ho renderovania svetla a tie\u0148a pomocou mapovania svetla, pri\u010dom na ur\u00fdchlenie vykres\u013eovania je teraz vyu\u017e\u00edvan\u00e9 GPU.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Implementovan\u00e9 nov\u00e9 techniky optimaliz\u00e1cie renderovania. Pridan\u00e9 automatick\u00e9 okluz\u00edvne orez\u00e1vanie (occlusion culling), ktor\u00e9 dynamicky ur\u010dovanie a odstra\u0148uje modely, skryt\u00e9 za in\u00fdmi povrchmi, na zv\u00fd\u0161enie v\u00fdkonu renderovania a zn\u00ed\u017eenie z\u00e1\u0165a\u017ee na CPU a GPU.  <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00fd re\u017eim SSIL (Screen Space Indirect Lighting), ktor\u00fd zvy\u0161uje kvalitu renderovania na vysoce v\u00fdkonn\u00fdch zariadeniach vylep\u0161en\u00edm spracovania tmav\u00fdch oblast\u00ed a nepriam\u00e9ho osvetlenia. Okrem toho s\u00fa k dispoz\u00edcii dodato\u010dn\u00e9 nastavenia simul\u00e1cie rozpt\u00fdlen\u00e9ho nepriam\u00e9ho osvetlenia pomocou techniky SSAO (Screen Space Ambient Occlusion), ako je v\u00fdber \u00farovne vplyvu priameho svetla.\n<li class=\"l\"> Navrhnut\u00e9 realistick\u00e9 jednotky osvetlenia, ktor\u00e9 umo\u017e\u0148uj\u00fa upravova\u0165 intenzitu svetla a pou\u017e\u00edva\u0165 na ovl\u00e1danie jasu fin\u00e1lnej sc\u00e9ny \u0161tandardn\u00e9 nastavenia kamery, ako s\u00fa clona, uz\u00e1vierka a ISO.\n<li class=\"l\"> Pridan\u00e9 nov\u00e9 n\u00e1stroje na \u00fapravu \u00farovn\u00ed pre 2D hry. Uskuto\u010dnen\u00e9 radik\u00e1lne zmeny v procese v\u00fdvoja 2D hier. Pridan\u00fd nov\u00fd editor dla\u017edicov\u00fdch m\u00e1p (tilemap), ktor\u00fd teraz podporuje vrstvy, automatick\u00e9 vypl\u0148ovanie krajiny, n\u00e1hodn\u00e9 umiestnenie rastl\u00edn, kame\u0148ov a r\u00f4znych objektov, flexibiln\u00e9 v\u00fdber objektov. Unifikovan\u00e1 pr\u00e1ca s dla\u017edicov\u00fdmi mapami a s\u00fapravami fragmentov na vytv\u00e1ranie m\u00e1p (tileset). Zabezpe\u010den\u00e9 automatick\u00e9 roz\u0161\u00edrenie fragmentov v s\u00faprave, aby sa vyl\u00fa\u010dili medzery medzi susedn\u00fdmi fragmentmi. Pridan\u00e1 nov\u00e1 funkcia umiestnenia objektov na sc\u00e9ne, ktor\u00fa je mo\u017en\u00e9 pou\u017ei\u0165 napr\u00edklad na pridanie post\u00e1v do buniek dla\u017edicovej mrie\u017eky.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/03-2d-tilemap-editor.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Pri 2D-renderingu bola implementovan\u00e1 mo\u017enos\u0165 pou\u017e\u00edvania skup\u00edn pl\u00e1tna, \u010do umo\u017e\u0148uje mie\u0161a\u0165 prekryt\u00e9 prvky pl\u00e1tna, napr\u00edklad je mo\u017en\u00e9 spoji\u0165 nieko\u013eko spriteov a zmie\u0161a\u0165 ich s pozad\u00edm, akoby tieto spritey boli jedn\u00fdm prvkom. Pridan\u00e1 vlastnos\u0165 Clip Children, ktor\u00e1 umo\u017e\u0148uje pou\u017e\u00edva\u0165 ak\u00fdko\u013evek 2D-prvok ako masku. Do 2D-enginu bola tie\u017e pridan\u00e1 mo\u017enos\u0165 pou\u017e\u00edva\u0165 met\u00f3du vyhladzovania MSAA (Multisample Anti-Aliasing) na zv\u00fd\u0161enie kvality obrazov a vytvorenie hlad\u0161\u00edch okrajov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Vylep\u0161en\u00e1 pr\u00e1ca s osvetlen\u00edm a tie\u0148mi v 2D-hr\u00e1ch. V\u00fdrazne zv\u00fd\u0161en\u00fd v\u00fdkon pri pou\u017e\u00edvan\u00ed viacer\u00fdch sveteln\u00fdch zdrojov. Pridan\u00e1 mo\u017enos\u0165 simul\u00e1cie trojrozmernosti prostredn\u00edctvom zmeny \u00farovne osvetlenia na norm\u00e1lov\u00fdch map\u00e1ch, ako aj vytv\u00e1rania tak\u00fdch vizu\u00e1lnych efektov, ako s\u00fa dlh\u00e9 tiene, aure a jasn\u00e9 kont\u00fary.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00fd efekt objemovej hmly, ktor\u00fd vyu\u017e\u00edva techniku do\u010dasnej re-projekcie na dosiahnutie realistick\u00e9ho vzh\u013eadu a vysok\u00e9ho v\u00fdkonu.      <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00e9 shadery oblakov, ktor\u00e9 umo\u017e\u0148uj\u00fa dynamicky generova\u0165 oblakov\u00e9 form\u00e1cie, meniac sa v re\u00e1lnom \u010dase.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Implementovan\u00e1 podpora \u201edekalov\u201c, met\u00f3dy projekcie materi\u00e1lu na povrch.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-decals.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Pridan\u00e9 efekty zalo\u017een\u00e9 na \u010dasticiach, ktor\u00e9 sa aplikuj\u00fa na cel\u00e9 hern\u00e9 prostredie, vyu\u017e\u00edvaj\u00face GPU a podporuj\u00face atraktory, kol\u00edzie, stopy a emitery.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-particle-trails.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Roz\u0161\u00edren\u00e9 mo\u017enosti rozhrania pre vizu\u00e1lne editovanie shaderov.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Roz\u0161\u00edren\u00fd jazyk shaderov, v ktorom sa objavila podpora \u0161trukt\u00far, makros, preprocesorov\u00fdch in\u0161trukci\u00ed, substit\u00facie shaderov (oper\u00e1tor include), unifikovan\u00fdch pol\u00ed a pou\u017eitie \u201evarying\u201c na prenos \u00fadajov z fragmentov\u00e9ho spracovate\u013ea do spracovate\u013ea osvetlenia.\n<li class=\"l\"> Pridan\u00e1 mo\u017enos\u0165 aplik\u00e1cie v\u00fdpo\u010dtov\u00fdch shaderov, ktor\u00e9 vyu\u017e\u00edvaj\u00fa GPU na ur\u00fdchlenie algoritmov.\n<li class=\"l\"> V jazyku skriptovania GDScript bola zlep\u0161en\u00e1 s\u00fastava statickej typiz\u00e1cie, bol pridan\u00fd nov\u00fd syntax na definovanie vlastnost\u00ed, boli navrhnut\u00e9 k\u013e\u00fa\u010dov\u00e9 slov\u00e1 await a super, boli pridan\u00e9 oper\u00e1cie map\/reduce, implementovan\u00fd nov\u00fd syst\u00e9m anot\u00e1ci\u00ed, pribudla mo\u017enos\u0165 pou\u017e\u00edvania unicode-symbolov v n\u00e1zvoch premenn\u00fdch a funkci\u00ed. Bol pridan\u00fd n\u00e1stroj na automatick\u00fa gener\u00e1ciu dokument\u00e1cie. Zlep\u0161il sa v\u00fdkon a stabilita GDScript runtime. V prostred\u00ed v\u00fdvoja bola zabezpe\u010den\u00e1 mo\u017enos\u0165 zobrazenia nieko\u013ek\u00fdch ch\u00fdb naraz, boli pridan\u00e9 nov\u00e9 varovania pre typick\u00e9 probl\u00e9my.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Roz\u0161\u00edrili sa mo\u017enosti v\u00fdvoja hernej logiky v jazyku C#. Bola pridan\u00e1 podpora platformy .NET 6 a jazyka C# 10. Pre skal\u00e1rne hodnoty sa vyu\u017e\u00edvaj\u00fa 64-bitov\u00e9 typy. Mnoh\u00e9 API boli preveden\u00e9 z typov int a float na long a double. Bol poskytnut\u00fd sp\u00f4sob definovania sign\u00e1lov vo forme udalost\u00ed C#. Bolo pridan\u00e9 schopnos\u0165 vyv\u00edja\u0165 roz\u0161\u00edrenia GDExtensions v jazyku C#.\n<li class=\"l\"> Bola pridan\u00e1 experiment\u00e1lna podpora roz\u0161\u00edren\u00ed (GDExtension), ktor\u00e9 m\u00f4\u017eu by\u0165 pou\u017eit\u00e9 na roz\u0161\u00edrenie mo\u017enost\u00ed enginu bez jeho prekompilovania a bez \u00faprav k\u00f3du.\n<li class=\"l\"> Bol navrhnut\u00fd predvolen\u00fd vlastn\u00fd engine simul\u00e1cie fyzik\u00e1lnych procesov Godot Physics, optimalizovan\u00fd na rie\u0161enie \u00faloh typick\u00fdch pre po\u010d\u00edta\u010dov\u00e9 hry, a dosiahnut\u00fd parita v funkcionalite s predt\u00fdm pou\u017e\u00edvan\u00fdm enginom Bullet (napr\u00edklad, Godot Physics pridala spracovanie nov\u00fdch foriem kol\u00edzi\u00ed, podporu m\u00e1p v\u00fd\u0161ok a mo\u017enos\u0165 pou\u017e\u00edvania uzlov SoftBody na simul\u00e1ciu oble\u010denia). Bolo vykonan\u00e9 optimalizovanie v\u00fdkonu a roz\u0161\u00edren\u00e9 vyu\u017eitie viacer\u00fdch vl\u00e1kien s rozdelen\u00edm za\u0165a\u017eenia na r\u00f4zne jadra CPU pri simul\u00e1cii fyzik\u00e1lnych procesov v 2D a 3D prostrediach. Bolo vyrie\u0161en\u00fdch mnoho probl\u00e9mov so simul\u00e1ciou.\n<li class=\"l\"> Bol navrhnut\u00fd nov\u00fd syst\u00e9m vykres\u013eovania textu, poskytuj\u00faci v\u00e4\u010d\u0161iu kontrolu nad orezan\u00edm a zalamovan\u00edm textu, ako aj zabezpe\u010duj\u00faci vysok\u00fa ostros\u0165 pri ak\u00fdchko\u013evek obrazov\u00fdch rozl\u00ed\u0161eniach.\n<li class=\"l\"> Boli roz\u0161\u00edren\u00e9 n\u00e1stroje na lokaliz\u00e1ciu a pr\u00e1cu na preklade.\n<li class=\"l\"> Bol pridan\u00fd samostatn\u00fd dial\u00f3g na import 2D a 3D zdrojov, ktor\u00fd podporuje n\u00e1h\u013ead a zmeny nastaven\u00ed importovanej sc\u00e9ny, materi\u00e1lov a fyzik\u00e1lnych vlastnost\u00ed.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do redaktora boli pridan\u00e9 nov\u00e9 widgety, ako napr\u00edklad panel na vr\u00e1tenie zmien a nov\u00fd dial\u00f3g pre v\u00fdber farby a aktualiz\u00e1ciu palety.  <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aktualizovali sa rozhrania na in\u0161pekciu, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/sk\/control-panel\/\"   title=\"ovl\u00e1dac\u00ed panel\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">ovl\u00e1dac\u00ed panel<\/a> sc\u00e9ny a skriptov\u00e9ho editora. Zlep\u0161en\u00e9 zv\u00fdraznenie syntaxe, pridan\u00e1 mo\u017enos\u0165 zobrazenia viacer\u00fdch kurzorov, poskytli sa n\u00e1stroje na \u00fapravu form\u00e1tov JSON a YAML.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/10-editor-multiple-cursors.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Mo\u017enosti anim\u00e1tora boli roz\u0161\u00edren\u00e9, pri\u010dom sa pridala podpora zmesi tvarov a vylep\u0161en\u00e9 procesy zalo\u017een\u00e9 na B\u00e9zierov\u00fdch krivk\u00e1ch. Pre 3D anim\u00e1ciu bol prep\u00edsan\u00fd k\u00f3d na podporu kompresie pre zn\u00ed\u017eenie spotreby pam\u00e4te. Syst\u00e9m zmes\u00ed anim\u00e1cie a vytv\u00e1rania prechodov\u00fdch efektov bol prepracovan\u00fd. Roz\u0161\u00edren\u00e9 mo\u017enosti pre vytv\u00e1ranie zlo\u017eit\u00fdch anim\u00e1ci\u00ed. Na ukladanie a op\u00e4tovn\u00e9 pou\u017eitie vytvoren\u00fdch anim\u00e1ci\u00ed boli navrhnut\u00e9 kni\u017enice anim\u00e1ci\u00ed.        <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bol pridan\u00fd re\u017eim filmov\u00e9ho vytv\u00e1rania, ktor\u00fd vykon\u00e1va sn\u00edmkov\u00fd rendering sc\u00e9ny s maxim\u00e1lnou kvalitou pre vytv\u00e1ranie \u00favodn\u00fdch sc\u00e9n a nahr\u00e1vanie videa.\n<li class=\"l\"> Podpora 3D headsetov a virtu\u00e1lnych realitn\u00fdch platforiem bola roz\u0161\u00edren\u00e1. Do hlavn\u00e9ho zlo\u017eenia enginu bola zabudovan\u00e1 podpora \u0161tandardu OpenXR, ktor\u00fd ur\u010duje univerz\u00e1lne API pre vytv\u00e1ranie aplik\u00e1ci\u00ed virtu\u00e1lnej a roz\u0161\u00edrenej reality. Na syst\u00e9moch Windows a Linux je zabezpe\u010den\u00e1 podpora v\u0161etk\u00fdch popul\u00e1rnych 3D headsetov, vr\u00e1tane headsetov SteamVR, Oculus a Monado.\n<li class=\"l\"> Stabilita subsyst\u00e9mu pre organiz\u00e1ciu sie\u0165ovej hry bola zv\u00fd\u0161en\u00e1 a proces v\u00fdvoja multiplayerov\u00fdch hier bol zjednodu\u0161en\u00fd.\n<li class=\"l\"> Mo\u017enosti zvukov\u00e9ho syst\u00e9mu boli roz\u0161\u00edren\u00e9, pridan\u00e1 podpora polyf\u00f3nie, API pre synt\u00e9zu re\u010di a mo\u017enos\u0165 cyklick\u00e9ho prehr\u00e1vania zvuku.\n<li class=\"l\"> Zabezpe\u010den\u00e1 mo\u017enos\u0165 spustenia rozhrania Godot na Android tablet\u00e1ch a v webovom prehliada\u010di.        <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Pridan\u00fd nov\u00fd syst\u00e9m pre zostavovanie hier pre r\u00f4zne CPU architekt\u00fary. Napr\u00edklad, teraz je mo\u017en\u00e9 vykona\u0165 zostavenie pre Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook a Asahi Linux.\n<li class=\"l\"> V API do\u0161lo k zmen\u00e1m, ktor\u00e9 poru\u0161uj\u00fa kompatibilitu. Prechod z Godot 3.x na Godot 4.0 vy\u017eaduje prepracovanie aplik\u00e1ci\u00ed, ale pre vetvu Godot 3.x je zabezpe\u010den\u00fd dlh\u00fd cyklus podpory, ktor\u00e9ho trvanie bude z\u00e1visie\u0165 od dopytu po starom API zo strany pou\u017e\u00edvate\u013eov.      <\/ul>\n<p>                  <center>  <div class=\"youtube-placeholder\" data-id=\"chXAjMQrcZk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/chXAjMQrcZk\/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><br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \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 4.0, \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":107044,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107043","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.4 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \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 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