{"id":119516,"date":"2024-08-16T15:43:01","date_gmt":"2024-08-16T13:43:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3"},"modified":"2026-02-15T22:30:50","modified_gmt":"2026-02-15T20:30:50","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-3","title":{"rendered":"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po \u00f4smich mesiacoch v\u00fdvoja bol vydan\u00fd vo\u013en\u00fd hern\u00fd engine Godot 4.3, vhodn\u00fd na vytv\u00e1ranie 2D a 3D hier. Engine podporuje \u013eahko osvojen\u00fd jazyk na zad\u00e1vanie hernej logiky, grafick\u00e9 prostredie na navrhovanie hier, syst\u00e9m jednorazov\u00e9ho nasadenia hier, \u0161irok\u00e9 mo\u017enosti anim\u00e1cie a simul\u00e1cie fyzik\u00e1lnych procesov, zabudovan\u00fd debugger a syst\u00e9m na identifik\u00e1ciu \u00fazkych miest v v\u00fdkonnosti. K\u00f3d hern\u00e9ho enginu, prostredia na navrhovanie hier a s\u00favisiacich v\u00fdvojov\u00fdch n\u00e1strojov (fyzi\u010dn\u00e1 platforma, zvukov\u00fd server, backendy 2D\/3D renderovania at\u010f.) je \u0161\u00edren\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>Hlavn\u00e9 zmeny:  <\/p>\n<ul>\n<li class=\"l\"> Pridan\u00e1 experiment\u00e1lna zabudovan\u00e1 podpora protokolu Wayland na syst\u00e9moch Linux a BSD.\n<li class=\"l\"> Pridan\u00e9 nov\u00e9 zdroje AudioStreamInteractive, AudioStreamPlaylist a AudioStreamSynchronized, ktor\u00e9 umo\u017e\u0148uj\u00fa vytv\u00e1ra\u0165 dynamick\u00e9 hudobn\u00e9 sprievody, meniac sa v z\u00e1vislosti od kontextu v hre.\n<li class=\"l\"> Pridan\u00e1 mo\u017enos\u0165 interpol\u00e1cie pri simul\u00e1cii fyzik\u00e1lnych procesov v dvojrozmernom priestore, ktor\u00e1 vytv\u00e1ra \u010fal\u0161ie sn\u00edmky na vykreslenie medzi aktu\u00e1lnou a nasleduj\u00facou poz\u00edciou objektu, \u010do rob\u00ed v\u00fdstup plynulej\u0161\u00edm na obrazovk\u00e1ch s vysokou obnovovacou frekvenciou a na slab\u0161\u00edch zariadeniach.\n<li class=\"l\"> Kompletne prepracovanie vizu\u00e1lneho editora shaderov, ktor\u00fd je teraz lep\u0161ie prisp\u00f4soben\u00fd na pr\u00e1cu s ve\u013ek\u00fdmi a zlo\u017eit\u00fdmi grafmi shaderov. Pre lep\u0161iu vizu\u00e1lnu prezent\u00e1ciu inform\u00e1ci\u00ed s\u00fa uzly teraz farebne rozl\u00ed\u0161en\u00e9 pod\u013ea kateg\u00f3rie a pre spojenia uzlov s\u00fa pou\u017eit\u00e9 n\u00e1padnej\u0161ie farby. Pridan\u00e9 s\u00fa dva nov\u00e9 typy uzlov \u2014 \u201ereroute\u201c a \u201eframe\u201c na zjednodu\u0161enie pohybu a vizu\u00e1lneho zv\u00fdraznenia uzlov.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/visual-shader-overhaul.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Zv\u00fd\u0161en\u00e1 flexibilita pr\u00e1ce so vrstvami. Pridan\u00fd nov\u00fd uzol TileMapLayer na zjednodu\u0161enie prid\u00e1vania vrstiev. Predt\u00fdm vytvoren\u00e9 uzly TileMap m\u00f4\u017eu by\u0165 konvertovan\u00e9 na uzly TileMapLayer jedn\u00fdm kliknut\u00edm my\u0161i v editore.       <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/tilemaplayer.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Obnoven\u00e1 podpora exportu aplik\u00e1ci\u00ed pre Web, ktor\u00e9 funguj\u00fa v jednozlo\u017ekovom re\u017eime. Jednozlo\u017ekov\u00e9 aplik\u00e1cie s\u00fa lep\u0161ie <a href=\"https:\/\/prohoster.info\/sk\/ssl-sertifikat\/rapidssl-wildcard\/\"  data-wpil-monitor-id=\"3322\">kompatibiln\u00e9 s prehliada\u010dmi<\/a> a nevy\u017eaduj\u00fa zlo\u017eit\u00fa serverov\u00fa podporu.\n<li class=\"l\"> Optimalizovan\u00e1 v\u00fdkonnos\u0165 v viacvl\u00e1knovom re\u017eime. Vykonan\u00e9 \u00fapravy, ktor\u00e9 zni\u017euj\u00fa pravdepodobnos\u0165 vzniku vz\u00e1jomn\u00fdch blok\u00e1ci\u00ed. Zv\u00fd\u0161en\u00e1 spo\u013eahlivos\u0165 viacvl\u00e1knov\u00e9ho na\u010d\u00edtania zdrojov.\n<li class=\"l\"> Do prostriedkov na vytv\u00e1ranie kostrovej anim\u00e1cie bol pridan\u00fd nov\u00fd uzol SkeletonModifier3D, ktor\u00fd zjednodu\u0161uje usporiadanie pohybu k\u013abov pomocou skriptov. Pridan\u00e9 nov\u00e9 mo\u017enosti pre import kostrovej anim\u00e1cie vo form\u00e1te fbx. V rozhran\u00ed na spr\u00e1vu anim\u00e1ci\u00ed bola pridan\u00e1 podpora pre v\u00fdber, kop\u00edrovanie, vkladanie a duplikovanie k\u013e\u00fa\u010dov\u00fdch sn\u00edmok.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/keyframes.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Pridala sa mo\u017enos\u0165 automatick\u00e9ho rozdelenia naviga\u010dn\u00fdch siet\u00ed na samostatn\u00e9 \u010dasti, \u010do u\u013eah\u010duje pr\u00e1cu na projektoch s ve\u013ek\u00fdmi hern\u00fdmi svetmi a z\u00e1rove\u0148 zni\u017euje spotrebu pam\u00e4te a zlep\u0161uje v\u00fdkon. Rozdelenie sa nastavuje pomocou defin\u00edci\u00ed hran\u00edc a rozmerov s nov\u00fdmi vlastnos\u0165ami v zdrojoch NavigationPolygon (2D) a NavigationMesh (3D).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/navigation-chunks.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Do editora bola pridan\u00e1 vstavan\u00e1 podpora pre import s\u00faborov vo form\u00e1te fbx, ktor\u00e1 nevy\u017eaduje pou\u017eitie extern\u00e9ho prevodn\u00edka. Poskytla sa mo\u017enos\u0165 presunutia panela pr\u00edstupu k s\u00faborov\u00e9mu syst\u00e9mu na spodn\u00fa \u010das\u0165 obrazovky, \u010do umo\u017e\u0148uje uvo\u013eni\u0165 viac vo\u013en\u00e9ho priestoru na prezeranie s\u00faborov.              <center>  <video controls=\"\" style=\"width: 700px; height: 600px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/filesystem-editor-bottom.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Prepracovan\u00e9 rozhranie spr\u00e1vcu projektov, v ktorom je poskytnut\u00fd priamy pr\u00edstup k nastaveniam editora, ako s\u00fa jazyk, t\u00e9ma vzh\u013eadu, \u00farove\u0148 pribl\u00ed\u017eenia a sie\u0165ov\u00fd re\u017eim. Pridan\u00e1 komponenta na kontrolu dostupnosti aktualiz\u00e1ci\u00ed.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/d14a0b9e9c4810be655af758d1e6201e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bol pridan\u00fd nov\u00fd uzol Parallax2D, ktor\u00fd zjednodu\u0161uje vytv\u00e1ranie il\u00fazie h\u013abky v 2D hr\u00e1ch prostredn\u00edctvom pohybu pozad\u00ed s r\u00f4znou r\u00fdchlos\u0165ou.\n<li class=\"l\"> Do rendrovacieho syst\u00e9mu bola pridan\u00e1 predbe\u017en\u00e1 podpora zmie\u0161avania alfa kan\u00e1lov v 3D shaderoch, \u010do umo\u017e\u0148uje vytv\u00e1ra\u0165 realistickej\u0161ie jazyky plame\u0148a a oh\u0148ostroje. Pridan\u00e9 je API na spr\u00e1vu efektov v \u0161t\u00e1diu kompoz\u00edcie, ktor\u00e9 umo\u017e\u0148uje pripoji\u0165 vlastn\u00fd k\u00f3d na zmenu logiky vykres\u013eovania (napr\u00edklad na vytvorenie efektu rozmazania pri pohybe). Roz\u0161\u00edren\u00e9 mo\u017enosti generovania hmly, ktor\u00e9 umo\u017e\u0148uj\u00fa ur\u010di\u0165, kde hmla za\u010d\u00edna a kedy sa st\u00e1va \u00faplne neprieh\u013eadnou. V\u00fdrazne bol vylep\u0161en\u00fd backend renderovania \u201eCompatibility\u201c.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.3\/video\/premultiplied-alpha.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Modernizovan\u00e1 architekt\u00fara objektu RenderingDevice a pridan\u00e1 podpora smerovan\u00e9ho acyklick\u00e9ho grafu renderovania, ktor\u00fd umo\u017e\u0148uje optimalizova\u0165 prenos pr\u00edkazov k grafick\u00e9mu API, \u010do demon\u0161truje zv\u00fd\u0161enie sn\u00edmkovej frekvencie o 5\u201315 % bez zmien v 3D sc\u00e9ne.\n<li class=\"l\"> Pridan\u00fd nov\u00fd renderovac\u00ed ovl\u00e1da\u010d vyu\u017e\u00edvaj\u00faci Direct3D 12.\n<li class=\"l\"> V GDScripte bola poskytnut\u00e1 mo\u017enos\u0165 zmen\u0161i\u0165 ve\u013ekos\u0165 k\u00f3du pri exporte jeho \u010disten\u00edm, balen\u00edm a obfuskovan\u00edm. Pridan\u00fd je nov\u00fd oper\u00e1tor \u201eis not\u201c (napr\u00edklad \u201eif my_node is not Node3D:\u201d). V editore boli roz\u0161\u00edren\u00e9 mo\u017enosti automatick\u00e9ho dop\u013a\u0148ania k\u00f3du.\n<li class=\"l\"> Roz\u0161\u00edren\u00e9 mo\u017enosti pre tvorbu hier pre zariadenia virtu\u00e1lnej reality s vyu\u017eit\u00edm OpenXR a WebXR. Pridan\u00e1 podpora Meta XR Simulator.    <center><img decoding=\"async\" alt=\"Vydanie otvoren\u00e9ho hern\u00e9ho enginu Godot 4.3\" src=\"\/wp-content\/uploads\/2024\/08\/7138226e20adb3f2f55d0ef06b33a456.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V hr\u00e1ch pre Web bola zv\u00fd\u0161en\u00e1 kvalita zvuku a pridan\u00e1 mo\u017enos\u0165 zobrazenia \u00favodnej obrazovky.            <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=61716\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0432\u043e\u0441\u044c\u043c\u0438 \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 \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 4.3, \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. \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 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[&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":119517,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-119516","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 \u0432\u043e\u0441\u044c\u043c\u0438 \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 \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 4.3, 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