{"id":155487,"date":"2026-01-27T17:11:54","date_gmt":"2026-01-27T15:11:57","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6"},"modified":"2026-02-14T22:41:30","modified_gmt":"2026-02-14T20:41:30","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"Uvo\u013enenie otvoren\u00e9ho hern\u00e9ho engine Godot 4.6","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Bol sa vydan\u00fd nov\u00fd vo\u013en\u00fd hern\u00fd engine Godot 4.6, ktor\u00fd je vhodn\u00fd 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 nasadenia hier jedn\u00fdm kliknut\u00edm, funkcie 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 pridru\u017een\u00fdch v\u00fdvojov\u00fdch n\u00e1strojov (fyzik\u00e1lny engine, zvukov\u00fd server, backendy na 2D\/3D rendering a podobne) sa \u0161\u00edri 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 v Godot 4.6 (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> V editore je prednastavljena nova tema \"Modern\", znana po sodobnem videzu, bolj kontrastnem ozna\u010devanju informacij za izbolj\u0161anje berljivosti, optimizaciji razmikov med elementi ter uporabi barvne sheme v sivih tonih. Za uporabnike, ki so navajeni na staro zasnovo, je na voljo mo\u017enost vra\u010danja na klasi\u010dno temo.    <center><img decoding=\"async\" alt=\"Uvo\u013enenie otvoren\u00e9ho hern\u00e9ho engine Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/067155ac4d2fdc1f64bf466fdc59f946.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> V editore so poenotene funkcionalnosti delovnih obzorij. Spodnje paneli in ve\u010dina dock-panelov so zdaj lebde\u010di in se lahko odve\u017eejo. Panele je mogo\u010de premikati v na\u010dinu povleci in spusti (drag&amp;drop) na razli\u010dne dele vmesnika.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/dock.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Pre nov\u00e9 3D projekty je predvolene zapnut\u00fd engine na simul\u00e1ciu fyzik\u00e1lnych procesov JoltPhysics, ktor\u00fd je u\u017e pou\u017eit\u00fd v AAA hr\u00e1ch ako Death Stranding 2.\n<li class=\"l\"> Bola pridan\u00e1 nov\u00e1 s\u00fastava sp\u00e4tn\u00e9ho kinematiky (IK, inverse kinematic), ktor\u00e1 umo\u017e\u0148uje vytv\u00e1ra\u0165 realistickej\u0161iu anim\u00e1ciu. Pridan\u00e9 s\u00fa nov\u00e9 modifik\u00e1tory a obmedzenia (constraint), ktor\u00e9 umo\u017e\u0148uj\u00fa ovl\u00e1da\u0165 rot\u00e1ciu a uhlov\u00fa r\u00fdchlos\u0165 k\u013abov, aby sa predi\u0161lo ne\u017eiaducim pohybom. M\u00f4\u017eete priradi\u0165 zadan\u00e9 obmedzenia k 3D uzlom, napr\u00edklad aby ruka postavy siahala a uchopila zbra\u0148. Pridan\u00fd bol nov\u00fd modifik\u00e1tor IKModifier3D, vytvoren\u00fd na z\u00e1klade kostrov\u00e9ho modifik\u00e1tora SkeletonModifier3D. Na pou\u017eitie s\u00fa k dispoz\u00edcii deterministick\u00e9 rie\u0161itelia (solver) TwoBoneIK3D a SplineIK3D, ako aj iterat\u00edvne rie\u0161itelia FABRIK3D, CCDIK3D a JacobianIK3D. Modul\u00e1rna architekt\u00fara IK r\u00e1mca umo\u017e\u0148uje kombinova\u0165 ho s in\u00fdmi modifik\u00e1tormi a obmedzeniami na prec\u00edzne nastavenie procedur\u00e1lnej anim\u00e1cie priamo v engine.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/skeleton_modifier.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Popolnoma je predelana sistem SSR (Screen Space Reflection), odgovoren za vizualizacijo materialov z odbojnimi povr\u0161inami, kot so kovina, voda in steklo. Nova izvedba se razlikuje po vi\u0161ji realisti\u010dnosti, pove\u010danju zmogljivosti in dodajanju dveh na\u010dinov \u2014 full-resolution (maksimalna kakovost) in half-resolution (bolj <a href=\"https:\/\/prohoster.info\/sk\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">vysok\u00fd v\u00fdkon<\/a>).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/new_ssr.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Realizovan\u00e9 unik\u00e1tne intern\u00e9 identifik\u00e1tory uzlov (Node ID), ktor\u00e9 s\u00fa uchov\u00e1van\u00e9 v s\u00faboroch sc\u00e9ny a nemenia sa po reorganiz\u00e1cii sc\u00e9ny, zmene hierarchie prvkov, pres\u00favan\u00ed alebo premenov\u00e1van\u00ed uzlov.\n<li class=\"l\"> Pridan\u00e1 kni\u017enica libgodot, ktor\u00e1 umo\u017e\u0148uje zabudova\u0165 Godot Engine do vlastn\u00fdch aplik\u00e1ci\u00ed namiesto jeho spustenia ako samostatn\u00e9ho procesu, \u010do m\u00f4\u017ee by\u0165 u\u017eito\u010dn\u00e9, napr\u00edklad pri v\u00fdvoji vlastn\u00fdch hern\u00fdch editorov. Podporovan\u00e1 je pr\u00e1ca v Linuxe, Windows a macOS.\n<li class=\"l\"> 2D sc\u00e9ny umiestnen\u00e9 ako dla\u017edice v TileMap (napr\u00edklad animovan\u00e9 truhly, lampy a fakle) teraz m\u00f4\u017eu by\u0165 ot\u00e1\u010dan\u00e9 v kroku 90 stup\u0148ov.    <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/turn_2d_tiles.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Za pribli\u017eevanje delovnega procesa sodobnim 3D urejevalnikom je bilo izvedeno lo\u010devanje na\u010dinov izbire in preoblikovanja. Prej\u0161nji na\u010din \"Izbira\" (Select) je preimenovan v \"Preoblikovanje\" (Transform), poleg tega pa je dodan nov na\u010din samo za izbiro, kjer lahko izbirate vozli\u0161\u010da brez prikazovanja gizma za preoblikovanje, kar prepre\u010duje naklju\u010dne operacije premikanja, obra\u010danja in spreminjanja dimenzij.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/select_mode.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> 3D n\u00e1stroj na kreslenie a mazanie v GridMap bol vylep\u0161en\u00fd, pre\u0161iel na Brezenhamov algoritmus na interpol\u00e1ciu medzi bodmi, \u010do umo\u017e\u0148uje dosiahnu\u0165 hlad\u0161ie \u010diary a ur\u00fdchli\u0165 vytv\u00e1ranie nov\u00fdch \u00farovn\u00ed a voxelov\u00fdch m\u00e1p zn\u00ed\u017een\u00edm potrebn\u00fdch manu\u00e1lnych \u00faprav.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/grid_map_bresenham.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Do 3D gizma bola pridan\u00e1 mo\u017enos\u0165 ot\u00e1\u010dania objektov so zarovnan\u00edm pod\u013ea smeru kamery.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/rotation_gizmo.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> V grafickom rozhran\u00ed bol proces centrovania bodu ot\u00e1\u010dania zjednodu\u0161en\u00fd.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/control_pivot.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Obravnava fokusa za mi\u0161ko\/pad in tipkovnico je lo\u010dena \u2014 klik z mi\u0161ko ve\u010d ne spremeni fokusa vnosa s tipkovnice.\n<li class=\"l\"> Pri v\u00fdbere uzla MarginContainer v editore je zabezpe\u010den\u00e1 vizualiz\u00e1cia odsaden\u00ed v oblasti preh\u013eadu.      <center><img decoding=\"async\" alt=\"Uvo\u013enenie otvoren\u00e9ho hern\u00e9ho engine Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/3505ddd18a59bde264105d31687cadb1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Izbolj\u0161ana je navigacija med zavihki: pri premikanju vira v na\u010dinu povleci in spusti zdaj lahko na ustrezen zavihek premaknete kurzor in se samodejno preklopite nanj brez klika.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/hover_tabbar.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> V paneli Output pre otvorenie s\u00faboru v editore je mo\u017en\u00e9 klikn\u00fa\u0165 na jeho n\u00e1zov v spr\u00e1ve o chybe alebo upozornen\u00ed.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/error_click.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Do n\u00e1stroja na sledovanie objektov bola pridan\u00e1 mo\u017enos\u0165 vytv\u00e1ra\u0165 sn\u00edmky ObjectDB a porovn\u00e1va\u0165 rezy stavu so zoznamami existuj\u00facich objektov v ur\u010dit\u00fdch \u010dasov\u00fdch bodoch.      <center><img decoding=\"async\" alt=\"Uvo\u013enenie otvoren\u00e9ho hern\u00e9ho engine Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/248dc457b41e74c6ad54317c87152356.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Do dial\u00f3gu r\u00fdchleho otvorenia zdrojov (Quick Open) bola pridan\u00e1 podpora n\u00e1h\u013eadu vybran\u00e9ho zdroja v kontexte existuj\u00facej sc\u00e9ny.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/resource_preview.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> V editore anim\u00e1ci\u00ed sa objavila mo\u017enos\u0165 zmeny d\u013a\u017eky anim\u00e1cie \u0165ahan\u00edm alebo stl\u00e1\u010dan\u00edm klipov na \u010dasovej osi. V rozhran\u00ed na nastavenie kriviek B\u00e9zier bola pridan\u00e1 mo\u017enos\u0165 zobrazenia, blokovania a odstra\u0148ovania skup\u00edn uzlov.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/animation_editor_goodies.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Bola pridan\u00e1 podpora delta-k\u00f3dovania patchov PCK, \u010do umo\u017e\u0148uje zahrn\u00fa\u0165 do patchov iba zmenen\u00e9 \u010dasti zdrojov.\n<li class=\"l\"> Bola pridan\u00e1 mo\u017enos\u0165 prisp\u00f4sobi\u0165 farbu LED indik\u00e1torov hern\u00fdch ovl\u00e1da\u010dov. V bud\u00facnosti sa o\u010dak\u00e1va podpora pohybov\u00fdch senzorov, dotykov\u00fdch panelov, haptickej sp\u00e4tnej v\u00e4zby, adapt\u00edvnych sp\u00fa\u0161\u0165a\u010dov a z\u00edskavania inform\u00e1ci\u00ed o ovl\u00e1da\u010di.\n<li class=\"l\"> Optimaliz\u00e1ciou spracovania RGB text\u00far, ktor\u00e9 sa teraz prev\u00e1dzaj\u00fa na RGBA na GPU a pou\u017e\u00edvaj\u00fa sa priamo, sa podarilo dvakr\u00e1t ur\u00fdchli\u0165 oper\u00e1cie importu komprimovan\u00fdch text\u00far.\n<li class=\"l\"> Pri privzeti renderiranju je aktiviran na\u010din me\u0161anja \"Screen\" in omogo\u010deno je uporabo u\u010dinka sijaja (Glow) do toniranja (tonemapping). Dodana je mo\u017enost nastavitve parametrov tonalne pretvorbe AgX.\n<li class=\"l\"> Do editora Godot XR bola pridan\u00e1 podpora zariaden\u00ed Android XR pre zjednodu\u0161enie testovania a ladenia projektov pre roz\u0161\u00edren\u00fa a virtu\u00e1lnu realitu. Pridan\u00e1 podpora \u0161pecifik\u00e1cie OpenXR 1.1.        <center><img decoding=\"async\" alt=\"Uvo\u013enenie otvoren\u00e9ho hern\u00e9ho engine Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/b6d884397a6eecd74fe6f3b38f3960e7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Bola pridan\u00e1 podpora sp\u00fa\u0161\u0165ania exportovan\u00fdch aplik\u00e1ci\u00ed na zariadeniach s Androidom cez scrcpy na zrkadlenie obsahu obrazovky smartf\u00f3nu na obrazovku PC.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/scrcpy_support.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Pri sestavljanju projektov za Windows je privzeto aktiviran Direct3D 12.    <\/ul>\n<p>Navy\u0161e je mo\u017en\u00e9 spomen\u00fa\u0165 pokra\u010dovanie v\u00fdvoja projektu Redot, ktor\u00fd vyv\u00edja fork Godot, vytvoren\u00fd ako reakcia na pr\u00edsnu politiku moder\u00e1cie vo ofici\u00e1lnych komunika\u010dn\u00fdch kan\u00e1loch a odmietanie n\u00e1zorov, ktor\u00e9 sa odli\u0161uj\u00fa od n\u00e1zorov v\u00fdvoj\u00e1rov Godot. Zakladatelia Redot mali za cie\u013e vybudova\u0165 inkluz\u00edvne spolo\u010denstvo, v ktorom s\u00fa akceptovan\u00e9 ak\u00e9ko\u013evek osobn\u00e9 presved\u010denia v\u00fdvoj\u00e1rov, politiz\u00e1cia procesu v\u00fdvoja je neprijate\u013en\u00e1 a hlavn\u00fdm zameran\u00edm je len tvorba hier. Pred nieko\u013ek\u00fdmi d\u0148ami bol zverejnen\u00fd kandid\u00e1t na vydanie Redot 26.1, do ktor\u00e9ho bolo prenesen\u00fdch mnoho vylep\u0161en\u00ed z Godot 4.6.<br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64682\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 4.6, \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 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