{"id":100022,"date":"2021-04-25T16:23:23","date_gmt":"2021-04-25T14:23:29","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3"},"modified":"2021-04-25T16:23:23","modified_gmt":"2021-04-25T14:23:29","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-3","title":{"rendered":"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas 7 muajve zhvillimi, u publikua l\u00ebshimi i motorit t\u00eb lir\u00eb p\u00ebr loj\u00eb, Godot 3.3, i p\u00ebrshtatsh\u00ebm p\u00ebr krijimin e loj\u00ebrave 2D dhe 3D. Motori mb\u00ebshtet nj\u00eb gjuh\u00eb t\u00eb thjesht\u00eb p\u00ebr t\u00eb m\u00ebsuar p\u00ebr logjik\u00ebn e loj\u00ebrave, nj\u00eb ambient grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem p\u00ebr shp\u00ebrndarjen e loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera animacioni dhe simulimi t\u00eb proceseve fizike, nj\u00eb debugger t\u00eb integruar dhe nj\u00eb sistem p\u00ebr prishjet n\u00eb performanc\u00eb. Kodi i motorit t\u00eb loj\u00ebrave, ambientit t\u00eb projektimit t\u00eb loj\u00ebrave dhe mjeteve t\u00eb zhvillimit p\u00ebrkat\u00ebse (motorin fizik, serverin e tingullit, backend-et e renderimit 2D\/3D, etj.) shp\u00ebrndahet n\u00ebn licenc\u00ebn MIT.       <\/p>\n<p>Kodet burimore t\u00eb motorit u hap\u00ebn n\u00eb vitin 2014 nga studioja OKAM, pas dhjet\u00eb vjet\u00ebsh zhvillimi t\u00eb nj\u00eb produkti me pron\u00ebsi profesionale, i cili u p\u00ebrdor p\u00ebr t\u00eb krijuar dhe publikuar shum\u00eb lojra p\u00ebr PC, konsolat e lojrave dhe pajisjet mobile. Motori mb\u00ebshtet t\u00eb gjitha platformat popullore p\u00ebr desktop dhe mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), si dhe zhvillimin e lojrave p\u00ebr Web. Binaries t\u00eb gatshme p\u00ebr ekzekutim jan\u00eb formuar p\u00ebr Linux, Windows dhe macOS.     <\/p>\n<p>N\u00eb nj\u00eb degez\u00eb t\u00eb ve\u00e7ant\u00eb po zhvillohet nj\u00eb backend i ri i renderimit mbi baz\u00ebn e API-t grafik Vulkan, i cili do t\u00eb ofrohet n\u00eb versionin e ardhsh\u00ebm Godot 4.0, n\u00eb vend t\u00eb backend-eve t\u00eb renderimit aktuale p\u00ebrmes OpenGL ES 3.0 dhe OpenGL 3.3 (mb\u00ebshtetje p\u00ebr OpenGL ES dhe OpenGL do t\u00eb ruhet duke siguruar funksionimin e backend-it t\u00eb vjet\u00ebr OpenGL ES 2.0\/OpenGL 2.1 mbi arkitektur\u00ebn e re t\u00eb renderimit mbi baz\u00ebn e Vulkan). Kalimi nga Godot 3.x n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb rishikimin e aplikacioneve p\u00ebr shkak t\u00eb shkeljeve t\u00eb kompatibilitetit n\u00eb nivelin API, por p\u00ebr degez\u00ebn Godot 3.x do t\u00eb sigurohet nj\u00eb cik\u00ebl mb\u00ebshtetje t\u00eb gjat\u00eb, periudha e s\u00eb cil\u00ebs do t\u00eb varet nga k\u00ebrkesa e p\u00ebrdoruesve p\u00ebr API-n\u00eb.       <\/p>\n<p> Dega Godot 3.3 \u00ebsht\u00eb plot\u00ebsisht e p\u00ebrshtatshme me Godot 3.2 dhe vazhdon zhvillimin e botimeve stabile t\u00eb motorit, p\u00ebr t\u00eb cilat do t\u00eb sigurohet nj\u00eb cik\u00ebl i gjat\u00eb mb\u00ebshtetjeje. Fillimisht, n\u00eb vend t\u00eb Godot 3.3 ishte planifikuar t\u00eb l\u00ebshohej azhurnimi 3.2.4, por versionet 3.2.x u perceptuan nga p\u00ebrdoruesit si p\u00ebrmir\u00ebsime, ndon\u00ebse ishin portuar nga deg\u00eb 4.0 mund\u00ebsi t\u00eb reja, prandaj projekti kaloi n\u00eb skem\u00ebn klasike t\u00eb versioneve semantike. N\u00eb ve\u00e7anti, azhurnimi i numrit t\u00eb tret\u00eb tani do t\u00eb tregoj\u00eb vet\u00ebm p\u00ebrmir\u00ebsime, i dyti - p\u00ebrfshirjen e funksionaliteteve t\u00eb reja dhe i pari - ndryshime q\u00eb ndikojn\u00eb n\u00eb p\u00ebrshtatshm\u00ebri. Dega 3.x.x do t\u00eb p\u00ebrkrahet paralelisht me 4.x.x deri n\u00eb momentin kur Godot 4.x t\u00eb stabilizohet plot\u00ebsisht dhe t\u00eb p\u00ebrshtatet p\u00ebr t\u00eb gjith\u00eb pajisjet aktuale.    <\/p>\n<p>Godot 3.3 \u00ebsht\u00eb ve\u00e7an\u00ebrisht e shquar p\u00ebr shtimin e novacijave t\u00eb m\u00ebposhtme:  <\/p>\n<ul>\n<li class=\"l\"> \u00cbsht\u00eb p\u00ebrgatitur nj\u00eb variant i redaktorit q\u00eb punon n\u00eb shfletuesin web.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/7625657d2d49b744920ca97f50daef01.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb eksportuar loj\u00ebrat p\u00ebr platform\u00ebn Android n\u00eb formatin AAB (Android App Bundle), p\u00ebrve\u00e7 paketave APK. Formati AAB lejon organizimin e ngarkes\u00ebs vet\u00ebm p\u00ebr ato biblioteka native q\u00eb jan\u00eb t\u00eb nevojshme p\u00ebr funksionimin n\u00eb pajisjen aktuale (p.sh., armeabi-v7a ose arm64-v8a). P\u00ebr platform\u00ebn Android \u00ebsht\u00eb implementuar gjithashtu mund\u00ebsia p\u00ebr t\u00eb integruar n\u00eb aplikacione elemente t\u00eb bazuara n\u00eb motorin Godot n\u00eb form\u00ebn e subkomponent\u00ebve (subview), duke p\u00ebrdorur nj\u00eb pjes\u00eb t\u00eb dritares. \u00cbsht\u00eb shtuar gjithashtu mb\u00ebshtetje p\u00ebr zonat e verbra t\u00eb ekranit (krishtet dhe skajet p\u00ebr kamer\u00ebn), ngjarjet e miceve dhe inputin nga nj\u00eb tastier\u00eb e jashtme.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/d48d130186812a2c81482519a2b52a0e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nj\u00eb API i ri \u00ebsht\u00eb propozuar p\u00ebr nd\u00ebrtimin dhe shp\u00ebrndarjen e shtesave p\u00ebr platform\u00ebn iOS, duke lejuar q\u00eb shtesat (ARKit, GameCenter, InAppStore) t\u00eb nxirren n\u00eb nj\u00eb repositor t\u00eb ve\u00e7ant\u00eb dhe t\u00eb zhvillohen t\u00eb pavarura nga motori Godot. M\u00eb par\u00eb, ky API u zbatua p\u00ebr platform\u00ebn Android.\n<li class=\"l\"> Mjetet e eksportit t\u00eb loj\u00ebrave p\u00ebr Web (platforma HTML5) jan\u00eb p\u00ebrmir\u00ebsuar. P\u00ebr loj\u00ebrat q\u00eb ekzekutohen n\u00eb shfletues ka sidoqoft\u00eb mb\u00ebshtetje p\u00ebr shum\u00eb-fije dhe skriptet GDNative jan\u00eb shtuar, por p\u00ebr shkak t\u00eb kufizimeve t\u00eb platform\u00ebs HTML5, implementimi i tyre \u00ebsht\u00eb jo-i p\u00ebrputhsh\u00ebm me variantet p\u00ebr loj\u00ebra natyrore. P\u00ebr m\u00eb tep\u00ebr, implementimi i fioleve \u00ebsht\u00eb i lidhur me API SharedArrayBuffer, e cila nuk \u00ebsht\u00eb n\u00eb dispozicion n\u00eb t\u00eb gjitha shfletuesit. Jan\u00eb ofruar tri m\u00ebnyra t\u00eb ve\u00e7anta eksporti - Regular, Threads dhe GDNative. N\u00eb profilin shum\u00eb-fijor \u00ebsht\u00eb shtuar gjithashtu mb\u00ebshtetje p\u00ebr API AudioWorklet, e cila lejon arritjen e nj\u00eb daljeje m\u00eb t\u00eb kualitetit t\u00eb z\u00ebrit pa bllokimin e rrjedh\u00ebs kryesore. Mb\u00ebshtetja p\u00ebr gamepads dhe tastiera virtuale \u00ebsht\u00eb p\u00ebrmir\u00ebsuar ndjesh\u00ebm.        <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/748254cf859e5c32319c89cf10a1dfc7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr nd\u00ebrtimin e loj\u00ebrave p\u00ebr pajisjet e reja Apple, t\u00eb pajisura me \u00e7ip ARM M1. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr ngjitjen e n\u00ebnshkrimeve digjitale p\u00ebr skedar\u00ebt ekzekutiv\u00eb q\u00eb gjenerohen p\u00ebr macOS.\n<li class=\"l\"> Nga dega 4.0 \u00ebsht\u00eb transferuar API i modernizuar p\u00ebr organizimin e shum\u00ebpro\u00e7esor\u00ebve, n\u00eb t\u00eb cilin jan\u00eb shfryt\u00ebzuar mund\u00ebsit\u00eb e standardit C++14, \u00ebsht\u00eb rritur besueshm\u00ebria e funksionimit n\u00eb platforma t\u00eb ndryshme dhe \u00ebsht\u00eb b\u00ebr\u00eb optimizimi i performanc\u00ebs.\n<li class=\"l\"> Nga dega 4.0 \u00ebsht\u00eb transferuar optimizimi q\u00eb p\u00ebrdor struktur\u00ebn BVH (Bounding Volume Hierarchy) n\u00eb vend t\u00eb metod\u00ebs Octree p\u00ebr ndarjen dinamike t\u00eb hap\u00ebsir\u00ebs gjat\u00eb vizatimit. BVH tani p\u00ebrdoret si standard dhe zgjidh shum\u00eb probleme me performanc\u00ebn.\n<li class=\"l\"> \u00c8sht\u00eb e angazhuar nj\u00eb implementim unifikues i 2D-batching (Batching, optimizim p\u00ebr t\u00eb reduktuar thirrjet e vizatimit duke marr\u00eb parasysh vendndodhjen e nd\u00ebrsjell\u00eb t\u00eb objekteve), q\u00eb mund t\u00eb p\u00ebrdoret si p\u00ebr OpenGL ES 3, ashtu edhe p\u00ebr OpenGL ES 2. Optimizimi vet\u00eb tani mbulon m\u00eb shum\u00eb objekte, p\u00ebrfshir\u00eb linjat dhe poligonet.\n<li class=\"l\"> Shtua nj\u00eb sistem t\u00eb ri p\u00ebr ndri\u00e7im (lightmapper), q\u00eb p\u00ebrdor metod\u00ebn e gjurmimit t\u00eb rrug\u00ebs dhe mb\u00ebshtet reduktimin e zhurmave p\u00ebrmes bibliotek\u00ebs oidn (Open Image Denoise). Lightmapper-i i ri p\u00ebrdor CPU p\u00ebr llogaritjet dhe zgjidh shumic\u00ebn e problemeve me cil\u00ebsin\u00eb q\u00eb i atribuohen procesorit t\u00eb vjet\u00ebr. Nj\u00eb version tjet\u00ebr i lightmapper-it q\u00eb p\u00ebrdor GPU \u00ebsht\u00eb p\u00ebrgatitur, por ai \u00ebsht\u00eb i lidhur me API Vulkan dhe do t\u00eb del vet\u00ebm n\u00eb deg\u00ebn 4.0.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/71df0079e6f1978753141344e869b411.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nga dega Godot 4.0 jan\u00eb transfertuar shum\u00eb p\u00ebrmir\u00ebsime q\u00eb lidhen me renderimin, si skiningu i shpejt\u00eb programatik, transformimet e optimizuara t\u00eb objekteve 3D t\u00eb fshehura, numri i personalizuesh\u00ebm i burimeve t\u00eb drit\u00ebs p\u00ebr \u00e7do objekt dhe p\u00ebrmir\u00ebsimi i vizatimit t\u00eb hijeve p\u00ebrmes filtrit PCF.      <center>  <div class=\"youtube-placeholder\" data-id=\"WJW06tS3GGw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/WJW06tS3GGw\/hqdefault.jpg\" alt=\"Luaj videon\" 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\"> N\u00eb motorin e simuluar t\u00eb proceseve fizike \u00ebsht\u00eb p\u00ebrmir\u00ebsuar p\u00ebrpunimi i llojeve t\u00eb ndryshme t\u00eb p\u00ebrplasjeve.\n<li class=\"l\"> N\u00eb redaktues jan\u00eb shtuar mund\u00ebsi t\u00eb plota p\u00ebr kopjimin dhe ngjitjen e nodeve, duke lejuar transferimin mes skenave t\u00eb ndryshme.\n<li class=\"l\"> \u00cbsht\u00eb p\u00ebrmir\u00ebsuar moda e inspektimit, ku sigurohet theksimi vizual i sub-resurseve.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/115ba86d488e85975caf95d5ff7b9644.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr p\u00ebrcaktimin e cil\u00ebsimeve t\u00eb parazgjedhura p\u00ebr burimet e importuara.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f0a73b280db368157c5b3185bba85767.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb punuar p\u00ebr t\u00eb rritur leht\u00ebsin\u00eb e p\u00ebrdorimit n\u00eb redaktuesin 3D, p\u00ebrfshir\u00eb shtimin e nj\u00eb gridi dinamik tre-dimensional t\u00eb pafund dhe p\u00ebrmir\u00ebsimin e ndjesh\u00ebm t\u00eb implementimit t\u00eb rrotullimit dhe theksimit p\u00ebrmes gizmos (shenj\u00ebs s\u00eb akseve t\u00eb koordinatave).    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/176d5d6f6f854be8fb995ed1ef286ed8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb mjetet e pun\u00ebs grupore \u00ebsht\u00eb shtuar mbrojtja nga ndryshimet n\u00eb skenat e hapura tashm\u00eb nga p\u00ebrdorues t\u00eb tjer\u00eb (shfaqet nj\u00eb paralajm\u00ebrim n\u00ebse gjat\u00eb ruajtjes zbulohen versione m\u00eb t\u00eb reja t\u00eb skedave t\u00eb hapura).\n<li class=\"l\"> \u00cbsht\u00eb p\u00ebrmir\u00ebsuar importi nga skedar\u00ebt n\u00eb formatin FBX.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/cb9c627fd1f552397d8c93535856cfa3.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb plugin OpenXR me mb\u00ebshtetje p\u00ebr standardin e nj\u00ebjt\u00eb p\u00ebr krijimin e aplikacioneve t\u00eb realitetit virtual dhe t\u00eb zgjeruar. N\u00eb portin HTML5 p\u00ebr krijimin e lojrave mbi teknologjit\u00eb e realitetit virtual \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr specifikimin WebXR.    <center>  <div class=\"youtube-placeholder\" data-id=\"UMKvSxUpsHA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/UMKvSxUpsHA\/hqdefault.jpg\" alt=\"Luaj videon\" 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\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr ngarkimin dhe pjes\u00ebmarrjen n\u00eb tingujt n\u00eb formatin MP3 (m\u00eb par\u00eb nuk ishte mb\u00ebshtetur p\u00ebr shkak t\u00eb patentave).\n<li class=\"l\"> N\u00eb GraphEdit \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr mini-p\u00ebrmbledhjen e gjith\u00eb struktur\u00ebs (minimap), e cila shfaqet n\u00eb k\u00ebndin e posht\u00ebm t\u00eb djatht\u00eb dhe lejon t\u00eb shikohet menj\u00ebher\u00eb t\u00eb gjitha nodet.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur p\u00ebr loj\u00eb, Godot 3.3\" src=\"\/wp-content\/uploads\/2021\/04\/f6362971a441dca1d5753665fb644e1a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>    <\/ul>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55028\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 7 \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 3.3, 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