{"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\/sl\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Izdaja odprtega igralnega motorja Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Po \u0161estih mesecih razvoja je iz\u0161la nova razli\u010dica prostega igralnega motorja Godot 3.4, primerna za izdelavo 2D in 3D iger. Motor podpira lahko razumljiv jezik za nalaganje igralne logike, grafi\u010dno okolje za oblikovanje iger, sistem za enostavno uvajanje iger, \u0161iroke mo\u017enosti animacije in simulacije fizi\u010dnih procesov, vgrajen razhro\u0161\u010devanje in sistem za odkrivanje ozkih grl v zmogljivosti. Koda igralnega motorja, okolja za oblikovanje iger in povezanih razvojnih orodij (fizi\u010dni motor, zvo\u010dni stre\u017enik, zadnji deli 2D\/3D upodabljanja itd.) se distribuira pod MIT licenco.       <\/p>\n<p>Izvorne kode motorja so bile odprte leta 2014 s strani studia OKAM, po desetih letih razvoja lastni\u0161kega produkta profesionalne ravni, ki je bil uporabljen za ustvarjanje in objavljanje mnogih iger za PC, igralne konzole in mobilne naprave. Motor podpira vse priljubljene stacionarne in mobilne platforme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), kot tudi razvoj iger za splet. Pripravljene za zagon binarne razli\u010dice so oblikovane za Linux, Windows in macOS.     <\/p>\n<p>V lo\u010deni veji se razvija nov zadnji del za upodabljanje na osnovi grafi\u010dnega API-ja Vulkan, ki bo ponujen v naslednji razli\u010dici Godot 4.0, namesto trenutnih zadnjih delov za upodabljanje prek OpenGL ES 3.0 in OpenGL 3.3 (podpora za OpenGL ES in OpenGL bo ohranjena tako, da bo deloval stari zadnji del OpenGL ES 2.0\/OpenGL 2.1 nad novo arhitekturo upodabljanja na osnovi Vulkan). Prehod iz Godot 3.x na Godot 4.0 bo zahteval predelavo aplikacij zaradi prekinitve zdru\u017eljivosti na ravni API, vendar bo za vejo Godot 3.x zagotovljen dolgotrajen cikel podpore, katere trajanje bo odvisno od povpra\u0161evanja po strogemu API uporabnikov.       <\/p>\n<p>Godot 3.4 se pona\u0161a z dodajanjem naslednjih novosti:  <\/p>\n<ul>\n<li class=\"l\"> Uporabni\u0161ki vmesnik za urejanje tem je bil prenovljen, kar omogo\u010da vizualni postopek izbire vozli\u0161\u010da in omogo\u010da spremembo oblikovanja, ne da bi zapustili predogledni na\u010din.        <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=\"Predvajaj 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\"> Urejevalnik je prejel izbolj\u0161ave za pove\u010danje uporabnosti: dodana je bila funkcija hitrega nalaganja sredstev v na\u010din in\u0161pekcije, omogo\u010deno je ustvarjanje vozli\u0161\u010da na poljubnem mestu, dodan je nov uporabni\u0161ki vmesnik za izvoz predlog, izvedene so bile dodatne operacije z gizmo (sistem omejevalnih pravokotnikov) in izbolj\u0161an je urejevalnik animacij, ki temelji na Bezierjevih krivuljah.      <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=\"Predvajaj 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\"> Dodana je bila funkcija razveljavitve sprememb, ki omogo\u010da hkratno razveljavitev vseh sprememb scene, ki so posledica uporabe animacije preko AnimationPlayer, namesto razveljavitve vsake lastnosti posebej.\n<li class=\"l\"> V nastavitve je dodana mo\u017enost spreminjanja nivoja pove\u010dave obmo\u010dja 2D pregleda (2D viewport), ki jo je mogo\u010de uporabiti, na primer, za pove\u010danje ali zmanj\u0161anje 2D elementov, ne glede na trenutni na\u010din raztezanja.\n<li class=\"l\"> V File API je bila dodana mo\u017enost dela z datotekami (vklju\u010dno s PCK), katerih velikost presega 2 GB.\n<li class=\"l\"> Vklju\u010dene so bile spremembe za pove\u010danje gladkosti upodabljanja z izra\u010dunavanjem sprememb v slikah, neodvisno od sistemskega \u010dasovnika, ter re\u0161evanjem te\u017eav s sinhronizacijo izhoda pri uporabi vsync.\n<li class=\"l\"> V sistemu obdelave vnosa InputEvents je bila dodana podpora za vezavo na sken kode, ki odra\u017eajo fizi\u010dno postavitev tipk na tipkovnici, ne glede na aktivno postavitev (na primer, tipke WASD v postavitvi QWERTY se bodo samodejno ujemale s tipkami ZQSD na francoski postavitvi AZERTY).\n<li class=\"l\"> Dodani so vmesniki AESContext in HMACContext za dostop iz skriptov do algoritmov \u0161ifriranja AES-ECB, AES-CBC in HMAC. Dodana je tudi mo\u017enost shranjevanja in branja javnih klju\u010dev RSA za ustvarjanje in preverjanje digitalnih podpisov.\n<li class=\"l\"> V motor za upodabljanje je bila dodana za\u010detna podpora za prenehanje upodabljanja objektov, ki padejo v fokus kamere, a niso vidni zaradi prekrivanja z drugimi objekti (na primer, tistimi, ki so za steno). Rasterizacija (na ravni posameznih pikslov) prekrivanja bo izvedena \u0161ele v veji Godot 4, medtem ko je v Godot 3 vklju\u010deno nekaj geometrijskih metod za odrezavanje prekrivajo\u010dih se objektov in podpora za portalno prekrivanje.    <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=\"Predvajaj 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\"> Dodana je nova metoda toniranja ACES Fitted, ki omogo\u010da dosego ve\u010dje realisti\u010dno in fizi\u010dne natan\u010dnosti z zvi\u0161anjem kontrasta svetlih objektov.    <center><img decoding=\"async\" alt=\"Izdaja odprtega igralnega motorja Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Dodana je podpora za obliko izsevanja tridimenzionalnih delcev v obliki obro\u010da ali votlega valja.\n<li class=\"l\"> V motorju simulacije fizi\u010dnih procesov je bila znatno izbolj\u0161ana zmogljivost generiranja konveksnih objektov iz mre\u017e in predelana je bila re\u017eim sledenja tr\u010denjem v vmesniku za pregledovanje. Za 2D- fizi\u010dni motor je bila dodana podpora za strukturo BVH (Bounding Volume Hierarchy) za dinami\u010dno prostorsko razdelitev. V 3D-fizikalnem motorju je bila implementirana podpora za funkcijo HeightMapShapeSW in dodana sredstva za sinhronizacijo z KinematicBody3D.\n<li class=\"l\"> Dodana je mo\u017enost izvoza 3D-scen v formatu glTF, na primer za odpiranje pripravljenih v Godot mre\u017e v Blenderju.\n<li class=\"l\"> Dodana je podpora za na\u010din brez izgub stiskanja slik WebP, ki se zdaj privzeto uporablja za stiskanje tekstur namesto formata PNG.\n<li class=\"l\"> V prenosu za platformo Android je bila dodana za\u010detna podpora za API Scoped storage in nov na\u010din nalaganja dodatnih virov (Play Asset Delivery) za izvr\u0161ljive datoteke v formatu AAB (Android App Bundle).\n<li class=\"l\"> Na platformi HTML5 je omogo\u010deno namestitev v obliki PWA (Progressive Web Apps), dodan je JavaScriptObject vmesnik za interakcijo med Godot in JavaScript (na primer, mo\u017eno je klicati metode JavaScript iz Godot skript), za ve\u010dnitne izgradnje pa je bila omogo\u010dena podpora za AudioWorklet.\n<li class=\"l\"> Na platformi macOS je bila dodana podpora za sisteme na \u010dipu Apple Silicon (M1).    <\/ul>\n<p>Izvor: <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 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[&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 5.0.4 - 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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iger.","canonical_url":"https:\/\/prohoster.info\/sl\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"sl_SI","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47\u0412\u044b\u043f\u0443\u0441\u043a \u043e\u0442\u043a\u0440\u044b\u0442\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 3.4 | ProHoster","og:description":"\u041f\u043e\u0441\u043b\u0435 6 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 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