{"id":107043,"date":"2023-03-02T12:48:28","date_gmt":"2023-03-02T10:48:40","guid":{"rendered":"https:\/\/prohoster.info\/?p=107043"},"modified":"2023-03-03T23:49:34","modified_gmt":"2023-03-03T21:49:34","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-0","title":{"rendered":"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas kat\u00ebr vitesh zhvillimi, \u00ebsht\u00eb publikuar versioni i ri i motorit t\u00eb lir\u00eb t\u00eb loj\u00ebrave Godot 4.0, 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\u2019u m\u00ebsuar p\u00ebr p\u00ebrcaktimin e logjik\u00ebs s\u00eb loj\u00ebs, nj\u00eb mjedis grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem publikimi t\u00eb loj\u00ebrave me nj\u00eb klikim, mund\u00ebsi t\u00eb gjera p\u00ebr animacion dhe simulimin e proceseve fizike, si edhe nj\u00eb debugues t\u00eb integruar dhe nj\u00eb sistem p\u00ebr zbulimin e ngushticave n\u00eb performanc\u00eb. Kodi i motorit t\u00eb loj\u00ebrave, mjedisit t\u00eb projektimit t\u00eb loj\u00ebrave dhe mjeteve shoq\u00ebruese t\u00eb zhvillimit (motori fizik, serveri i audios, backend-et e renderimit 2D\/3D etj.) shp\u00ebrndahet n\u00ebn licenc\u00ebn MIT.     <\/p>\n<p>Kodi burimor i motorit u hap n\u00eb vitin 2014 nga studioja OKAM, pas dhjet\u00eb vitesh zhvillimi t\u00eb nj\u00eb produkti pron\u00ebsor t\u00eb nivelit profesional, i cili \u00ebsht\u00eb p\u00ebrdorur p\u00ebr krijimin dhe publikimin e shum\u00eb loj\u00ebrave p\u00ebr PC, konsola loj\u00ebrash dhe pajisje mobile. Motori mb\u00ebshtet t\u00eb gjitha platformat m\u00eb t\u00eb njohura desktop dhe mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), si edhe zhvillimin e loj\u00ebrave p\u00ebr Web. Jan\u00eb p\u00ebrgatitur build-e binare t\u00eb gatshme p\u00ebr ekzekutim p\u00ebr Linux, Android, Windows dhe macOS.       <\/p>\n<p>N\u00eb deg\u00ebn Godot 4.0 jan\u00eb p\u00ebrfshir\u00eb rreth 12 mij\u00eb ndryshime dhe jan\u00eb korrigjuar 7 mij\u00eb gabime. N\u00eb zhvillimin e motorit dhe n\u00eb shkrimin e dokumentacionit kan\u00eb marr\u00eb pjes\u00eb rreth 1500 persona. Nd\u00ebr ndryshimet kryesore:  <\/p>\n<ul>\n<li class=\"l\"> Jan\u00eb prezantuar dy backend-e t\u00eb reja renderimi (t\u00eb klasterizuara dhe mobile) mbi baz\u00ebn e API-s\u00eb grafike Vulkan, t\u00eb cilat z\u00ebvend\u00ebsojn\u00eb backend-et q\u00eb kryenin vizatimin p\u00ebrmes OpenGL ES dhe OpenGL. P\u00ebr pajisjet e vjetra dhe me fuqi t\u00eb kufizuar \u00ebsht\u00eb integruar nj\u00eb backend p\u00ebrputhshm\u00ebrie mbi baz\u00ebn e OpenGL, i cili p\u00ebrdor arkitektur\u00ebn e re t\u00eb renderimit. P\u00ebr renderim dinamik me rezolucion m\u00eb t\u00eb ul\u00ebt p\u00ebrdoret teknologjia e supersampling AMD FSR (FidelityFX Super Resolution), e cila shfryt\u00ebzon algoritme t\u00eb shkall\u00ebzimit hap\u00ebsinor dhe rind\u00ebrtimit t\u00eb detajeve p\u00ebr t\u00eb ulur humbjen e cil\u00ebsis\u00eb s\u00eb figur\u00ebs gjat\u00eb zmadhimit dhe konvertimit n\u00eb rezolucion m\u00eb t\u00eb lart\u00eb. \u00cbsht\u00eb realizuar edhe nj\u00eb motor renderimi i bazuar n\u00eb Direct3D 12, i cili do t\u00eb p\u00ebrmir\u00ebsoj\u00eb mb\u00ebshtetjen p\u00ebr platformat Windows dhe Xbox.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/2347c01a2e2d749e45472dcca291ae4f.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb punuar me nd\u00ebrfaqen n\u00eb modalitet me shum\u00eb dritare (panele t\u00eb ndryshme dhe pjes\u00eb t\u00eb nd\u00ebrfaqes mund t\u00eb shk\u00ebputen si dritare t\u00eb ve\u00e7anta).    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c1d2d959e2ae1becc8c43eb013ec396b.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nj\u00eb redaktor t\u00eb ri t\u00eb nd\u00ebrfaqes s\u00eb p\u00ebrdoruesit dhe nj\u00eb widget t\u00eb ri p\u00ebr projektim vizual jan\u00eb shtuar.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a7f57bdb8400a7f278a1d8a759575345.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nj\u00eb redaktor t\u00eb ri temash \u00ebsht\u00eb shtuar.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/c56a25b6762e71e2df1bc232fee27fe4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Sistemi p\u00ebr menaxhimin e ndri\u00e7imit dhe hijet \u00ebsht\u00eb rishkruar plot\u00ebsisht, duke p\u00ebrfshir\u00eb teknologjin\u00eb n\u00eb koh\u00eb reale t\u00eb ndri\u00e7imit global SDFGI (Firma e Distanc\u00ebs s\u00eb N\u00ebnshkruar e Ndri\u00e7imit Global). Cil\u00ebsia e p\u00ebrfaq\u00ebsimit t\u00eb hijave \u00ebsht\u00eb p\u00ebrmir\u00ebsuar ndjesh\u00ebm.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/43c81bfc2df03cee602a8464d0969def.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\">Nodu GIProbe, i p\u00ebrdorur p\u00ebr mbushjen e sken\u00ebs me drit\u00eb t\u00eb reflektuar, \u00ebsht\u00eb z\u00ebvend\u00ebsuar me nodin VoxelGI, optimal p\u00ebr p\u00ebrpunimin n\u00eb koh\u00eb reale t\u00eb ndri\u00e7imit n\u00eb skena me ambiente t\u00eb vogla ose mesatare. P\u00ebr pajisjet e dob\u00ebta \u00ebsht\u00eb l\u00ebn\u00eb mund\u00ebsia e renderimit t\u00eb parashikuesh\u00ebm t\u00eb drit\u00ebs dhe hijave p\u00ebrmes hartave t\u00eb ndri\u00e7imit, p\u00ebr shpejtimin e t\u00eb cilave tani \u00ebsht\u00eb angazhuar GPU.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e7d6584c222fb0e9d10ca556a5280586.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb realizuar teknika t\u00eb reja p\u00ebr optimizimin e renderimit. \u00cbsht\u00eb shtuar prerja automatike okkluzive (occlusion culling), e cila p\u00ebrcakton dhe heq modelet e fshehura pas sip\u00ebrfaqeve t\u00eb tjera p\u00ebr t\u00eb rritur performanc\u00ebn e renderimit dhe p\u00ebr t\u00eb zvog\u00ebluar ngarkes\u00ebn mbi CPU dhe GPU.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/67505061ae1837585398622d1300c604.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Nj\u00eb mod ndri\u00e7imi SSIL (Screen Space Indirect Lighting) \u00ebsht\u00eb shtuar, duke lejuar p\u00ebrmir\u00ebsimin e cil\u00ebsis\u00eb s\u00eb renderimit n\u00eb pajisje me performanc\u00eb t\u00eb lart\u00eb duke p\u00ebrmir\u00ebsuar p\u00ebrpunimin e zona t\u00eb err\u00ebta dhe ndri\u00e7im indirekt. P\u00ebr m\u00eb tep\u00ebr, jan\u00eb ofruar cil\u00ebsime shtes\u00eb p\u00ebr imitim t\u00eb ndri\u00e7imit indirekt t\u00eb shp\u00ebrndar\u00eb p\u00ebrmes teknik\u00ebs SSAO (Screen Space Ambient Occlusion), t\u00eb tilla si zgjedhja e niveleve t\u00eb ndikimit t\u00eb drit\u00ebs direkte.\n<li class=\"l\"> Jan\u00eb propozuar nj\u00ebsit\u00eb realiste t\u00eb ndri\u00e7imit, t\u00eb cilat lejojn\u00eb rregullimin e intensitetit t\u00eb drit\u00ebs dhe p\u00ebrdorimin e cil\u00ebsimeve standarde t\u00eb kamer\u00ebs p\u00ebr menaxhimin e ndri\u00e7imit t\u00eb sken\u00ebs p\u00ebrfundimtare, si\u00e7 jan\u00eb diaphragmi, ekspozita dhe ISO.\n<li class=\"l\"> Shtes\u00eb t\u00eb reja jan\u00eb shtuar p\u00ebr redaktimin e niveleve p\u00ebr loj\u00ebrat 2D. Jan\u00eb b\u00ebr\u00eb ndryshime radikale n\u00eb procesin e zhvillimit t\u00eb loj\u00ebrave 2D. \u00cbsht\u00eb shtuar nj\u00eb redaktues i ri i kartave t\u00eb flak\u00ebs (tilemap), i cili tani mb\u00ebshtet nivele, mbushje automatik t\u00eb peizazhit, p\u00ebrhapjen rast\u00ebsore t\u00eb bim\u00ebve, gur\u00ebve dhe objekteve t\u00eb ndryshme, si dhe selektimin fleksib\u00ebl t\u00eb objekteve. \u00cbsht\u00eb unifikuar puna me kartat e flak\u00ebs dhe grupe t\u00eb fragmenteve p\u00ebr nd\u00ebrtimin e hart\u00ebs (tileset). \u00cbsht\u00eb siguruar zgjerimi automatik i fragmenteve brenda grupit p\u00ebr t\u00eb eliminuar boshll\u00ebqet nd\u00ebrmjet fragmenteve fqinje. \u00cbsht\u00eb shtuar nj\u00eb funksion i ri p\u00ebr vendosjen e objekteve n\u00eb sken\u00eb, i cili, p\u00ebr shembull, mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb shtuar personazhe n\u00eb qelizat e rrjetit t\u00eb flak\u00ebs.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/03-2d-tilemap-editor.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb p\u00ebrshkrimin 2D \u00ebsht\u00eb realizuar mund\u00ebsia e p\u00ebrdorimit t\u00eb grupeve t\u00eb kanavac\u00ebs, q\u00eb lejojn\u00eb p\u00ebrzierjen e elementeve t\u00eb mbivendosur t\u00eb kanavac\u00ebs; p\u00ebr shembull, mund t\u00eb bashkohen disa sprite dhe t\u00eb p\u00ebrzihen me sfondin, sikur k\u00ebto sprite t\u00eb ishin nj\u00eb element i vet\u00ebm. \u00cbsht\u00eb shtuar prona Clip Children, q\u00eb lejon p\u00ebrdorimin e \u00e7do elementi 2D si mask\u00eb. Nj\u00eb opsion \u00ebsht\u00eb shtuar gjithashtu n\u00eb motorin 2D, i cili lejon p\u00ebrdorimin e metod\u00ebs MSAA (Multisample Anti-Aliasing) p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar cil\u00ebsin\u00eb e imazheve dhe p\u00ebr t\u00eb krijuar skaj m\u00eb t\u00eb buta.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb p\u00ebrmir\u00ebsuar funksionimi me ndri\u00e7imin dhe hijet n\u00eb loj\u00ebrat 2D. Ka pasur nj\u00eb rritje t\u00eb konsiderueshme t\u00eb performanc\u00ebs kur p\u00ebrdoren disa burime drite. \u00cbsht\u00eb shtuar mund\u00ebsia e imitimeve tre dimensionale p\u00ebrmes ndryshimit t\u00eb nivelit t\u00eb ndri\u00e7imit n\u00eb hartat normale, si dhe krijimit t\u00eb efekteve vizuale t\u00eb tilla si hijet e gjata, aureolat dhe konturet e qarta.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/a55cf44b5b5476864a2a6c195ec89668.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb efekt i mjegull\u00ebs voluminoze, q\u00eb p\u00ebrdor teknik\u00ebn e riprojekcionit temporal p\u00ebr t\u00eb arritur nj\u00eb pamje realiste dhe performanc\u00eb t\u00eb lart\u00eb.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/418f28bbcbf897036c757095bb81f135.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb shtuar shader\u00ebt e reve, q\u00eb lejojn\u00eb gjenerimin dinamik t\u00eb reve, q\u00eb ndryshojn\u00eb n\u00eb koh\u00eb reale.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7079330bc3df20785a9e27fdd6aa23e0.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Ka \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr &#171;dekalet&#187;, metoda e projeksionit t\u00eb materialeve n\u00eb sip\u00ebrfaqe.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-decals.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Jan\u00eb shtuar efekte bazuar n\u00eb pjes\u00ebza q\u00eb zbatohen p\u00ebr t\u00eb gjith\u00eb hap\u00ebsir\u00ebn e loj\u00ebs, q\u00eb p\u00ebrdorin GPU dhe mb\u00ebshtesin atraktoret, p\u00ebrplasjet, pasqyrat dhe emetuesit.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/04-vfx-particle-trails.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Jan\u00eb zgjeruar mund\u00ebsit\u00eb e nd\u00ebrfaqes p\u00ebr redaktimin vizual t\u00eb shader\u00ebve.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/7e10d1b7565a47545abef18bf5b80e83.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Gjuha e shenjuesve \u00ebsht\u00eb zgjeruar, e cila tani mb\u00ebshtet struktura, makrosistem\u00ebn e parap\u00ebrpunuesit, n\u00ebnshkrimin e shenjave (operatorin include), p\u00ebrb\u00ebr\u00ebsit e unifikuar dhe p\u00ebrdorimin e &#171;varying&#187; p\u00ebr t\u00eb kaluar t\u00eb dh\u00ebnat nga procesori i fragmentit n\u00eb procesorin e ndri\u00e7imit.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia e aplikimit t\u00eb shenjave t\u00eb llogaritjes, duke p\u00ebrdorur GPU p\u00ebr t\u00eb p\u00ebrshpejtuar algoritmet.\n<li class=\"l\"> N\u00eb gjuh\u00ebn e skenar\u00ebve GDScript sistemi i tipizimit statik \u00ebsht\u00eb p\u00ebrmir\u00ebsuar, \u00ebsht\u00eb shtuar nj\u00eb sintaks\u00eb e re p\u00ebr p\u00ebrcaktimin e pronave, jan\u00eb propozuar fjal\u00eb ky\u00e7e await dhe super, jan\u00eb shtuar operacionet map\/reduce, \u00ebsht\u00eb realizuar nj\u00eb sistem i ri anotimesh, \u00ebsht\u00eb shtuar mund\u00ebsia e p\u00ebrdorimit t\u00eb simboleve unicode n\u00eb emrat e variablave dhe emrat e funksioneve. \u00cbsht\u00eb shtuar nj\u00eb mjet p\u00ebr gjenerimin automatik t\u00eb dokumentacionit. Performanca dhe stabiliteti i runtime GDScript jan\u00eb p\u00ebrmir\u00ebsuar. N\u00eb ambientin e zhvillimit \u00ebsht\u00eb siguruar mund\u00ebsia p\u00ebr shfaqjen e disa gabimeve menj\u00ebher\u00eb, jan\u00eb shtuar paralajm\u00ebrime t\u00eb reja p\u00ebr probleme tipike.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/e420b907cbfc2b743b1b3d3e8f3239a1.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Mund\u00ebsit\u00eb e zhvillimit t\u00eb logjik\u00ebs s\u00eb loj\u00ebrave n\u00eb gjuh\u00ebn C# jan\u00eb zgjeruar. \u00cbsht\u00eb shtyr\u00eb mb\u00ebshtetje p\u00ebr platform\u00ebn .NET 6 dhe gjuh\u00ebn C# 10. P\u00ebr vlerat skalar\u00eb jan\u00eb p\u00ebrdorur tipe 64-bit. Shum\u00eb API jan\u00eb transformuar nga tipe int dhe float n\u00eb long dhe double. \u00cbsht\u00eb mund\u00ebsuar p\u00ebrcaktimi i sinjaleve n\u00eb form\u00eb ngjarjesh C#. \u00cbsht\u00eb mund\u00ebsuar zhvillimi i zgjerimeve GDExtensions n\u00eb gjuh\u00ebn C#.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje eksperimentale p\u00ebr zgjerime (GDExtension), t\u00eb cilat mund t\u00eb p\u00ebrdoren p\u00ebr t\u00eb zgjeruar mund\u00ebsit\u00eb e motorit pa e rigeruar at\u00eb dhe pa b\u00ebr\u00eb ndryshime n\u00eb kod.\n<li class=\"l\"> \u00cbsht\u00eb propozuar si standard motori i simullimit t\u00eb proceseve fizike Godot Physics, i optimizuar p\u00ebr t\u00eb zgjidhur detyra t\u00eb zakonshme n\u00eb loj\u00ebrat kompjuterike dhe i arritur n\u00eb paritet n\u00eb funksionalitet me motorin e m\u00ebparsh\u00ebm Bullet (p\u00ebr shembull, n\u00eb Godot Physics \u00ebsht\u00eb shtuar p\u00ebrpunimi i formave t\u00eb reja t\u00eb p\u00ebrplasjeve, mb\u00ebshtetje p\u00ebr hartat e lart\u00ebsis\u00eb dhe mund\u00ebsia e p\u00ebrdorimit t\u00eb nyjeve SoftBody p\u00ebr simullimin e veshjeve). \u00cbsht\u00eb b\u00ebr\u00eb optimizimi i performanc\u00ebs dhe \u00ebsht\u00eb zgjeruar p\u00ebrdorimi i shum\u00ebprosesor\u00ebve me ndarjen e ngarkes\u00ebs n\u00eb b\u00ebrthama t\u00eb ndryshme CPU gjat\u00eb simullimit t\u00eb proceseve fizike n\u00eb mjedise 2D dhe 3D. Jan\u00eb zgjidhur shum\u00eb probleme me simullimin.\n<li class=\"l\"> Nj\u00eb sistem i ri i rendering-ut t\u00eb tekstit \u00ebsht\u00eb propozuar, duke ofruar m\u00eb shum\u00eb kontroll mbi prerjen dhe transferimin e tekstit, si dhe duke siguruar qart\u00ebsi t\u00eb lart\u00eb n\u00eb \u00e7do rezolut\u00eb ekrani.\n<li class=\"l\"> I jan\u00eb zgjeruar mjetet p\u00ebr lokalizimin dhe pun\u00ebn mbi p\u00ebrkthimin.\n<li class=\"l\"> Shtuar nj\u00eb dialog t\u00eb ve\u00e7ant\u00eb p\u00ebr importimin e burimeve 2D dhe 3D, duke mb\u00ebshtetur paraparjen dhe modifikimin e cil\u00ebsimeve t\u00eb sken\u00ebs, materialeve dhe pronave fizike q\u00eb importohen.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/739fde5d37e01230e8906056eb4f0c7e.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb redaktor jan\u00eb shtuar widget-e t\u00eb reja, si nj\u00eb panel p\u00ebr t\u00eb rikuperuar ndryshimet dhe nj\u00eb dialog i ri p\u00ebr zgjedhjen e ngjyr\u00ebs dhe p\u00ebr azhurnimin e paletave.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/5b8a918f795bd4b4f67529e6d9f1f0b7.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Interfejsi p\u00ebr inspektimin \u00ebsht\u00eb p\u00ebrdit\u00ebsuar, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/sq\/control-panel\/\"   title=\"panairi i menaxhimit\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">panairi i menaxhimit<\/a> skena dhe redaktori i skripteve. \u00cbsht\u00eb p\u00ebrmir\u00ebsuar ndri\u00e7imi i sintaks\u00ebs, \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb shfaqur kursor\u00eb t\u00eb shumt\u00eb, jan\u00eb ofruar mjete p\u00ebr redaktimin e formateve JSON dhe YAML.      <center>  <video controls=\"\" style=\"width: 700px; height: 500px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/blog\/godot-4-0-sets-sail\/10-editor-multiple-cursors.mp4\" type=\"video\/mp4\"><\/video>  <\/center>\n<li class=\"l\"> Jan\u00eb zgjeruar aft\u00ebsit\u00eb e redaktorit t\u00eb animacionit, i cili tani mb\u00ebshtet p\u00ebrzierjen e figurave dhe ka p\u00ebrmir\u00ebsuar proceset e bazuara n\u00eb kurb\u00ebn B\u00e9zier. Kodi p\u00ebr animacionin 3D \u00ebsht\u00eb riparuar, duke implementuar mb\u00ebshtetje p\u00ebr kompresimin p\u00ebr t\u00eb reduktuar konsumin e memories. Sistemi p\u00ebr p\u00ebrzierjen e animacionit dhe krijimin e efektesh kaluese \u00ebsht\u00eb riparuar. Jan\u00eb zgjeruar mund\u00ebsit\u00eb p\u00ebr t\u00eb krijuar animacione t\u00eb komplikuara. Jan\u00eb ofruar biblioteka animacionesh p\u00ebr ruajtjen dhe rip\u00ebrdorimin e animacioneve t\u00eb krijuara.        <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/da46321b3e15f7464b90609593631bb4.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb mod i krijimit t\u00eb filmave, i cili kryen rendering kadro p\u00ebr kadro t\u00eb sken\u00ebs me cil\u00ebsi maksimale p\u00ebr krijimin e intro-ve dhe regjistrimin e videove.\n<li class=\"l\"> Mb\u00ebshtetja p\u00ebr helmet 3D dhe platformat e realitetit virtual \u00ebsht\u00eb zgjeruar. N\u00eb p\u00ebrb\u00ebrjen kryesore t\u00eb motorit \u00ebsht\u00eb integruar mb\u00ebshtetje p\u00ebr standardin OpenXR, q\u00eb definon nj\u00eb API universale p\u00ebr krijimin e aplikacioneve t\u00eb realitetit virtual dhe t\u00eb shtuar. N\u00eb Windows dhe Linux \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr t\u00eb gjitha helmet popullore 3D, duke p\u00ebrfshir\u00eb helmet e SteamVR, Oculus dhe Monado.\n<li class=\"l\"> Stabiliteti i n\u00ebn-sistemit p\u00ebr organizimin e loj\u00ebs n\u00eb rrjet \u00ebsht\u00eb p\u00ebrmir\u00ebsuar dhe procesi i zhvillimit t\u00eb loj\u00ebrave shum\u00eb-user \u00ebsht\u00eb leht\u00ebsuar.\n<li class=\"l\"> Jan\u00eb zgjeruar mund\u00ebsit\u00eb e sistemit t\u00eb z\u00ebrit, \u00ebsht\u00eb integruar mb\u00ebshtetje p\u00ebr polifonin\u00eb, \u00ebsht\u00eb shtuar nj\u00eb API p\u00ebr sintez\u00ebn e foljes dhe \u00ebsht\u00eb realizuar mund\u00ebsia e p\u00ebrjet\u00ebsimit t\u00eb z\u00ebrit.\n<li class=\"l\"> \u00cbsht\u00eb siguruar mund\u00ebsia p\u00ebr t\u00eb nisur nd\u00ebrfaqen Godot n\u00eb tablet\u00ebt Android dhe n\u00eb shfletuesin web.        <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb hapur t\u00eb loj\u00ebrave Godot 4.0\" src=\"\/wp-content\/uploads\/2023\/03\/110c7912b81aa1db613ca0ce443d0125.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb sistem i ri p\u00ebr nd\u00ebrtimin e loj\u00ebrave p\u00ebr arkitektur\u00eb t\u00eb ndryshme CPU. P\u00ebr shembull, tani \u00ebsht\u00eb e mundur t\u00eb b\u00ebni nd\u00ebrtim p\u00ebr Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook dhe Asahi Linux.\n<li class=\"l\"> API ka ndryshime q\u00eb e thyejn\u00eb kompatibilitetin. Kalimi nga Godot 3.x n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb riaft\u00ebsimin e aplikacioneve, por p\u00ebr deg\u00ebn Godot 3.x \u00ebsht\u00eb siguruar nj\u00eb periudh\u00eb e gjat\u00eb mb\u00ebshtetjeje, e cila do t\u00eb varet nga k\u00ebrkesa e p\u00ebrdoruesve p\u00ebr API-n\u00eb e vjet\u00ebr.      <\/ul>\n<p>                  <center>  <div class=\"youtube-placeholder\" data-id=\"chXAjMQrcZk\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/chXAjMQrcZk\/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><br \/>\n<br \/>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58730\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \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 4.0, \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":107044,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107043","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 \u0447\u0435\u0442\u044b\u0440\u0451\u0445 \u043b\u0435\u0442 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 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