{"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\/sq\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas 6 muaj zhvillimi u publikua versioni i motorit t\u00eb lojrave me kod t\u00eb lir\u00eb Godot 3.4, i p\u00ebrshtatsh\u00ebm p\u00ebr t\u00eb krijuar lojra 2D dhe 3D. Motori mb\u00ebshtet nj\u00eb gjuh\u00eb t\u00eb leht\u00eb p\u00ebr t'u m\u00ebsuar p\u00ebr p\u00ebrshkrimin e logjik\u00ebs s\u00eb loj\u00ebs, nj\u00eb ambient grafik p\u00ebr dizajnimin e lojrave, nj\u00eb sistem t\u00eb vendosjes s\u00eb lojrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacionin dhe simulimin e proceseve fizike, nj\u00eb debugger t\u00eb integruar dhe nj\u00eb sistem p\u00ebr identifikimin e ngarkesave n\u00eb performanc\u00eb. Kodi i motorit t\u00eb lojrave, ambientit t\u00eb dizajnimit t\u00eb lojrave dhe mjeteve t\u00eb zhvillimit p\u00ebrkat\u00ebse (motorin fizik, serverin e z\u00ebrit, backend-et p\u00ebr renderimin 2D\/3D etj.) distribuohen 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>Godot 3.4 \u00ebsht\u00eb e ve\u00e7ant\u00eb p\u00ebr  shtimin e novacioneve t\u00eb m\u00ebposhtme:  <\/p>\n<ul>\n<li class=\"l\"> Interfac\u00eb e rikonstruktuar p\u00ebr redaktimin e temave, q\u00eb e b\u00ebn procesin e zgjedhjes s\u00eb nyj\u00ebs vizual dhe ofron mund\u00ebsin\u00eb e ndryshimit t\u00eb dizajnit pa dal\u00eb nga i modelet e parashikimit.        <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=\"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\"> Redaktori ka marr\u00eb p\u00ebrmir\u00ebsime p\u00ebr t\u00eb rritur leht\u00ebsin\u00eb e pun\u00ebs: \u00ebsht\u00eb shtuar funksioni p\u00ebr ngarkimin e shpejt\u00eb t\u00eb burimeve n\u00eb modin e inspektimit, \u00ebsht\u00eb lejuar krijimi i nyj\u00ebs n\u00eb pozita t\u00eb rast\u00ebsishme, \u00ebsht\u00eb shtuar nj\u00eb nd\u00ebrfaqe e re p\u00ebr eksportimin e t\u00eb shablloneve, jan\u00eb realizuar operacione shtes\u00eb me gizmo (sistemi i kufizimeve kubike) dhe \u00ebsht\u00eb p\u00ebrmir\u00ebsuar redaktori i animacionit bazuar n\u00eb kurba Bezier.      <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=\"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 nj\u00eb modalitet p\u00ebr kthimin e ndryshimeve, i cili lejon t\u00eb anulosh t\u00eb gjitha ndryshimet n\u00eb sken\u00eb, t\u00eb shkaktuara nga aplikimi i animacionit p\u00ebrmes AnimationPlayer-it, n\u00eb vend t\u00eb anulimit t\u00eb secilit pron\u00eb ve\u00e7mas.\n<li class=\"l\"> N\u00eb cil\u00ebsime \u00ebsht\u00eb shtuar nj\u00eb opsion p\u00ebr t\u00eb ndryshuar nivelin e zmadhimit t\u00eb zon\u00ebs s\u00eb shikimit 2D (2D viewport), e cila, p\u00ebr shembull, mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb rritur ose zvog\u00ebluar element\u00ebt 2D, pa marr\u00eb parasysh modalitetin aktual t\u00eb shtrirjes (stretch mode).\n<li class=\"l\"> N\u00eb File API \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb punuar me skedar\u00eb (p\u00ebrfshir\u00eb me PCK), t\u00eb cil\u00ebt kan\u00eb nj\u00eb madh\u00ebsi q\u00eb kalon 2 GB.\n<li class=\"l\"> Jan\u00eb p\u00ebrfshir\u00eb ndryshime p\u00ebr t\u00eb rritur fluiditetin e vizatimit duke llogaritur ndryshimet n\u00eb \u043a\u0430\u0434ra pa u lidhur me orarin e sistemit dhe duke zgjidhur problemet e sinkronizimit t\u00eb daljes kur p\u00ebrdorim vsync.\n<li class=\"l\"> N\u00eb sistemin e p\u00ebrpunimit t\u00eb hyrjeve InputEvents \u00ebsht\u00eb shtyr\u00eb mb\u00ebshtetje p\u00ebr lidhje me skane kodet, q\u00eb reflektojn\u00eb vendosjen fizike t\u00eb \u00e7el\u00ebsave n\u00eb tastier\u00eb, pavar\u00ebsisht nga disposizioni aktive (p\u00ebr shembull, \u00e7el\u00ebsat WASD n\u00eb disposicionin QWERTY do t\u00eb p\u00ebrshtaten automatikisht me \u00e7el\u00ebsat ZQSD n\u00eb disposicionin francez AZERTY).\n<li class=\"l\"> Jan\u00eb shtuar nd\u00ebrfaqet AESContext dhe HMACContext p\u00ebr qasje nga skriptet n\u00eb algoritmet e k\u00ebnaqjes AES-ECB, AES-CBC dhe HMAC. Gjithashtu \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb ruajtur dhe lexuar \u00e7el\u00ebsa t\u00eb hapur RSA p\u00ebr formimin dhe verifikimin e n\u00ebnshkrimeve dixhitale.\n<li class=\"l\"> N\u00eb motorin e vizatimit \u00ebsht\u00eb shtuar mb\u00ebshtetja fillestare p\u00ebr t\u00eb nd\u00ebrprer\u00eb vizatimin e objekteve q\u00eb bien n\u00eb fokus t\u00eb kamer\u00ebs, por q\u00eb nuk jan\u00eb t\u00eb dukshme p\u00ebr shkak t\u00eb mbulimit nga objekte t\u00eb tjera (p.sh., ata q\u00eb ndodhen prapa nj\u00eb muri). Shkurtimi raster (n\u00eb nivelin e piksel\u00ebve t\u00eb ve\u00e7ant\u00eb) do t\u00eb realizohet vet\u00ebm n\u00eb deg\u00ebn Godot 4, nd\u00ebrsa n\u00eb Godot 3 jan\u00eb p\u00ebrfshir\u00eb disa metoda gjeometrike t\u00eb shkurtimit t\u00eb objekteve q\u00eb mbulohen dhe mb\u00ebshtetje p\u00ebr mbulimin portale.    <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=\"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 nj\u00eb metod\u00eb e re e nuanc\u00ebs ACES Fitted, q\u00eb lejon arritjen e m\u00eb shum\u00eb realizmit dhe sakt\u00ebsis\u00eb fizike duke rritur kontrastin e objekteve t\u00eb ndritshme.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr form\u00ebn e emetimit t\u00eb grimcave tridimensionale n\u00eb form\u00ebn e nj\u00eb unaze ose cilindri t\u00eb bosh.\n<li class=\"l\"> N\u00eb motorin e simulimit t\u00eb proceseve fizike \u00ebsht\u00eb rritur ndjesh\u00ebm performanca e gjenerimit t\u00eb objekteve konvekte nga rrjetat dhe \u00ebsht\u00eb p\u00ebrpunuar m\u00ebnyra e ndjekjes s\u00eb p\u00ebrplasjeve n\u00eb nd\u00ebrfaqen e inspektimit. P\u00ebr motorin 2D t\u00eb fizik\u00ebs \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr struktur\u00ebn BVH (Bounding Volume Hierarchy) p\u00ebr ndarjen dinamike t\u00eb hap\u00ebsir\u00ebs. N\u00eb motorin 3D t\u00eb fizik\u00ebs \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr funksionin HeightMapShapeSW dhe jan\u00eb shtuar mjetet e sinkronizimit me KinematicBody3D.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb eksportuar skenat 3D n\u00eb formatin glTF, p\u00ebr shembull, p\u00ebr t\u00eb hapur rrjetat e p\u00ebrgatitura n\u00eb Godot n\u00eb Blender.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr modalitetin e kompresionit t\u00eb imazheve WebP pa humbje, i cili tani aplikohet p\u00ebr default p\u00ebr kompresimin e teksturave n\u00eb vend t\u00eb formatit PNG.\n<li class=\"l\"> N\u00eb portin p\u00ebr platform\u00ebn Android \u00ebsht\u00eb shtuar mb\u00ebshtetje fillestare p\u00ebr API Scoped storage dhe nj\u00eb m\u00ebnyr\u00eb t\u00eb re p\u00ebr ngarkimin e burimeve shtes\u00eb (Play Asset Delivery) p\u00ebr skedar\u00ebt e ekzekutuesh\u00ebm n\u00eb formatin AAB (Android App Bundle).\n<li class=\"l\"> P\u00ebr platform\u00ebn HTML5 \u00ebsht\u00eb realizuar mund\u00ebsia e instalimit n\u00eb form\u00ebn e aplikacioneve PWA (Progressive Web Apps), \u00ebsht\u00eb shtuar nd\u00ebrfaqja JavaScriptObject p\u00ebr nd\u00ebrveprimin midis Godot dhe JavaScript (p\u00ebr shembull, mund t\u00eb thirren metodat JavaScript nga skriptet Godot), p\u00ebr grumbujt me shum\u00eb procese \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr AudioWorklet.\n<li class=\"l\"> P\u00ebr platform\u00ebn macOS \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr sistemet me \u00e7ipin Apple Silicon (M1).    <\/ul>\n<p>Burimi: <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 \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":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 5.0.2 - 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 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