{"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\/novosti-interneta\/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 pas kat\u00ebr vjet zhvillimi, \u00ebsht\u00eb publikuar versioni i lir\u00eb i motorit 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 leht\u00eb p\u00ebr t'u m\u00ebsuar p\u00ebr programimin e logjik\u00ebs s\u00eb loj\u00ebs, nj\u00eb mjedis grafik p\u00ebr nd\u00ebrtimin e loj\u00ebrave, nj\u00eb sistem p\u00ebr shp\u00ebrndarjen e loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacion dhe simulimin e proceseve fizike, nj\u00eb debugger t\u00eb integruar dhe nj\u00eb sistem p\u00ebr identifikimin e ngushticave n\u00eb performanc\u00eb. Kodi i motorit t\u00eb loj\u00ebs, ambientit t\u00eb projektimit t\u00eb loj\u00ebrave dhe mjeteve p\u00ebrkat\u00ebse t\u00eb zhvillimit (motori fizik, serveri i tingujve, backend-et p\u00ebr renderimin 2D\/3D, etj.) shp\u00ebrndahet n\u00ebn licenc\u00ebn MIT.     <\/p>\n<p>Tekstet burimor t\u00eb motorit u hap\u00ebn n\u00eb vitin 2014 nga studioja OKAM, pas dhjet\u00eb vjet\u00ebsh zhvillimi t\u00eb nj\u00eb produkti privat t\u00eb nivelit profesional, i cili u p\u00ebrdor p\u00ebr t\u00eb krijuar dhe publikuar shum\u00eb loj\u00ebra p\u00ebr PC, konsola lojrash dhe pajisje mobile. Motori mb\u00ebshtet t\u00eb gjitha platform\u00ebt e njohura stacionare dhe mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), si dhe zhvillimin e loj\u00ebrave p\u00ebr Web. Binar\u00ebt e gatsh\u00ebm p\u00ebr t\u00eb drejtuar jan\u00eb formuar p\u00ebr Linux, Android, Windows dhe macOS.       <\/p>\n<p>N\u00eb deg\u00ebn Godot 4.0 jan\u00eb p\u00ebrfshir\u00eb rreth 12,000 ndryshime dhe jan\u00eb rregulluar 7,000 gabime. Rreth 1,500 persona mor\u00ebn pjes\u00eb n\u00eb zhvillimin e motorit dhe n\u00eb shkrimin e dokumentacionit. Disa nga ndryshimet kryesore jan\u00eb:  <\/p>\n<ul>\n<li class=\"l\"> Jan\u00eb ofruar dy backend-a t\u00eb rinj p\u00ebr renderim (t\u00eb klasterizuar dhe p\u00ebr celular\u00eb) mbi baz\u00ebn e API grafik Vulkan, q\u00eb z\u00ebvend\u00ebsojn\u00eb backend-at q\u00eb realizonin renderimin p\u00ebrmes OpenGL ES dhe OpenGL. P\u00ebr pajisjet m\u00eb t\u00eb vjetra dhe me kapacitet t\u00eb limituar, \u00ebsht\u00eb integruar nj\u00eb backend q\u00eb siguron kompatibilitetin mbi baz\u00ebn e OpenGL, duke p\u00ebrdorur nj\u00eb arhitektur\u00eb t\u00eb re renderimi. P\u00ebr renderimin dinamik me nj\u00eb rezolucion m\u00eb t\u00eb ul\u00ebt, \u00ebsht\u00eb p\u00ebrdorur teknologjia e super-samplingut AMD FSR (FidelityFX Super Resolution), q\u00eb p\u00ebrdor algoritme p\u00ebr shkall\u00ebzim hap\u00ebsinor dhe rinovimin e detajeve p\u00ebr t\u00eb reduktuar humbjen e cil\u00ebsis\u00eb s\u00eb imazhit gjat\u00eb zgjerimit dhe transformimit n\u00eb nj\u00eb rezolucion m\u00eb t\u00eb lart\u00eb. \u00cbsht\u00eb realizuar nj\u00eb motor renderimi mbi baz\u00ebn e Direct3D 12, i cili do t\u00eb p\u00ebrmir\u00ebsoj\u00eb mb\u00ebshtetje 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 modin me shum\u00eb dritare (pjes\u00ebt e ndryshme 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\"> \u00cbsht\u00eb shtuar nj\u00eb redaktor i ri i nd\u00ebrfaqeve t\u00eb p\u00ebrdoruesit dhe nj\u00eb widget i ri p\u00ebr projektimin vizual.    <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\"> \u00cbsht\u00eb shtuar nj\u00eb redaktor i ri p\u00ebr temat e dizajnit.    <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 i ndri\u00e7imit dhe hijes \u00ebsht\u00eb shkruar p\u00ebrs\u00ebri plot\u00ebsisht, duke p\u00ebrfshir\u00eb teknologjin\u00eb e ndri\u00e7imit global SDFGI (Signed Distance Field Global Illumination) n\u00eb koh\u00eb reale. Cil\u00ebsia e vendosjes s\u00eb hijes \u00ebsht\u00eb rritur 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\">Nod GIProbe, i p\u00ebrdorur p\u00ebr t\u00eb mbushur sken\u00ebn me drit\u00eb t\u00eb pasqyruar, \u00ebsht\u00eb z\u00ebvend\u00ebsuar me nodin VoxelGI, optimal p\u00ebr trajtimin n\u00eb koh\u00eb reale t\u00eb ndri\u00e7imit n\u00eb skena me ambiente t\u00eb vogla ose mesatare. P\u00ebr pajisjet e limituara, \u00ebsht\u00eb ruajtur mund\u00ebsia e renderimit t\u00eb parashikuesh\u00ebm t\u00eb drit\u00ebs dhe hijes p\u00ebrmes hartave t\u00eb ndri\u00e7imit, p\u00ebr t\u00eb cilat tani \u00ebsht\u00eb angazhuar GPU p\u00ebr t\u00eb p\u00ebrshpejtuar renderimin.    <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 e automatizuar e okkluzionit (occlusion culling), q\u00eb identifikon 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 ulur 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\"> \u00cbsht\u00eb shtuar moda SSIL (Screen Space Indirect Lighting), e cila lejon p\u00ebrmir\u00ebsimin e cil\u00ebsis\u00eb s\u00eb renderimit n\u00eb pajisje me performanc\u00eb t\u00eb lart\u00eb duke p\u00ebrmir\u00ebsuar trajtimin e zonave t\u00eb err\u00ebta dhe ndri\u00e7imin e t\u00ebrthort\u00eb. P\u00ebr m\u00eb tep\u00ebr, jan\u00eb ofruar cil\u00ebsime t\u00eb tjera p\u00ebr simuluar ndri\u00e7imin e p\u00ebrhapur n\u00ebp\u00ebrmjet teknik\u00ebs SSAO (Screen Space Ambient Occlusion), t\u00eb tilla si zgjedhja e nivelit t\u00eb ndikimit t\u00eb drit\u00ebs direkte.\n<li class=\"l\"> Jan\u00eb propozuar nj\u00ebsi realiste t\u00eb ndri\u00e7imit, q\u00eb lejojn\u00eb rregullimin e intensitetit t\u00eb drit\u00ebs dhe p\u00ebrdorimin e cil\u00ebsimeve t\u00eb kamera p\u00ebr t\u00eb menaxhuar ndri\u00e7imin e sken\u00ebs finale, si diafragma, shpejt\u00ebsia e ekspozimit dhe ISO.\n<li class=\"l\"> Jan\u00eb shtuar mjete t\u00eb reja p\u00ebr redaktimin e niveleve p\u00ebr loj\u00ebrat dy-dimensionale. Jan\u00eb b\u00ebr\u00eb ndryshime radikale n\u00eb procesin e zhvillimit t\u00eb loj\u00ebrave 2D. \u00cbsht\u00eb shtuar nj\u00eb redaktor i ri i hartave t\u00eb pllak\u00ebzave (tilemap), i cili tani p\u00ebrfshin mb\u00ebshtetje p\u00ebr shtresa, plot\u00ebsimin automatik t\u00eb peizazhit, vendosjen rast\u00ebsore t\u00eb bim\u00ebve, gur\u00ebve dhe objekteve t\u00eb tjera, dhe seleksionin fleksib\u00ebl t\u00eb objekteve. \u00cbsht\u00eb unifikuar puna me hartat e pllakatave dhe grupe t\u00eb fragmenteve p\u00ebr nd\u00ebrtimin e hart\u00ebs (tileset). \u00cbsht\u00eb siguruar zgjerimi automatik i fragmenteve n\u00eb grup p\u00ebr t\u00eb evituar hap\u00ebsirat midis fragmenteve fqinje. \u00cbsht\u00eb shtuar funksionaliteti i ri p\u00ebr vendosjen e objekteve n\u00eb sken\u00eb, q\u00eb, p\u00ebr shembull, mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb shtuar personazhe n\u00eb qeliza t\u00eb rrjetit t\u00eb pllakatave.      <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 renditjen 2D \u00ebsht\u00eb e mundur t\u00eb p\u00ebrdoren grupe kanavacash, t\u00eb cilat 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, ashtu si\u00e7 do t\u00eb ishin nj\u00eb element i vet\u00ebm. \u00cbsht\u00eb shtuar prona Clip Children, e cila mund\u00ebson p\u00ebrdorimin e \u00e7do elementi 2D si mask\u00eb. Po ashtu,  n\u00eb motorin 2D \u00ebsht\u00eb shtuar nj\u00eb opsion p\u00ebr t\u00eb p\u00ebrdorur metod\u00ebn e antialiasingut 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 but\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\/593b54f2b1a424441121756824e9e085.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> P\u00ebrmir\u00ebsimi i ndri\u00e7imit dhe hijeve n\u00eb loj\u00ebrat 2D \u00ebsht\u00eb optimizuar. Performanca \u00ebsht\u00eb rritur ndjesh\u00ebm kur p\u00ebrdoren disa burime t\u00eb ndri\u00e7imit. \u00cbsht\u00eb shtuar mund\u00ebsia e imitim t\u00eb tre p\u00ebrmasave p\u00ebrmes ndryshimit t\u00eb nivelit t\u00eb ndri\u00e7imit n\u00eb hartat e normalve, si dhe krijimi i efekteve vizuale si hije t\u00eb gjata, aure dhe konture t\u00eb 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\"> Shtuar efekti i mjegull\u00ebs voluminoze, i cili p\u00ebrdor teknik\u00ebn e riprojektimit t\u00eb p\u00ebrkohsh\u00ebm p\u00ebr t\u00eb arritur 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\"> Shtuar shaderat e reve, q\u00eb lejojn\u00eb krijimin e reve dinamikisht, t\u00eb cilat 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\"> \u0420\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 &#171;\u0434\u0435\u043a\u0430\u043b\u0435\u0439&#187;, \u043c\u0435\u0442\u043e\u0434\u0430 \u043f\u0440\u043e\u0435\u0446\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b\u0430 \u043d\u0430 \u043f\u043e\u0432\u0435\u0440\u0445\u043d\u043e\u0441\u0442\u044c.      <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\"> Shtuar efekte t\u00eb aplicueshme p\u00ebr t\u00eb gjith\u00eb hap\u00ebsir\u00ebn e loj\u00ebs, t\u00eb bazuara n\u00eb t\u00eb dh\u00ebnat e grimcave, q\u00eb p\u00ebrdorin GPU dhe mb\u00ebshtesin atraktuesit, p\u00ebrplasjet, gjurm\u00ebt dhe emitor\u00ebt.      <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\"> Zgjeruar mund\u00ebsit\u00eb e nd\u00ebrfaqes p\u00ebr redaktimin vizual t\u00eb shaderave.    <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\"> \u0420\u0430\u0441\u0448\u0438\u0440\u0435\u043d \u044f\u0437\u044b\u043a \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432, \u0432 \u043a\u043e\u0442\u043e\u0440\u043e\u043c \u043f\u043e\u044f\u0432\u0438\u043b\u0430\u0441\u044c \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u0441\u0442\u0440\u0443\u043a\u0442\u0443\u0440, \u043c\u0430\u043a\u0440\u043e\u0441\u043e\u0432 \u043f\u0440\u0435\u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0440\u0430, \u043f\u043e\u0434\u0441\u0442\u0430\u043d\u043e\u0432\u043a\u0438 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 (\u043e\u043f\u0435\u0440\u0430\u0442\u043e\u0440 include),  \u0443\u043d\u0438\u0444\u0438\u0446\u0438\u0440\u043e\u0432\u0430\u043d\u043d\u044b\u0445 \u043c\u0430\u0441\u0441\u0438\u0432\u043e\u0432 \u0438 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f &#171;varying&#187; \u0434\u043b\u044f \u043f\u0435\u0440\u0435\u0434\u0430\u0447\u0438 \u0434\u0430\u043d\u043d\u044b\u0445 \u0438\u0437 \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0430 \u0444\u0440\u0430\u0433\u043c\u0435\u043d\u0442\u0430 \u0432 \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u044f.\n<li class=\"l\"> Shtuar mund\u00ebsin\u00eb e aplikimit t\u00eb shaderave t\u00eb llogaritjes, q\u00eb p\u00ebrdorin GPU p\u00ebr t\u00eb p\u00ebrshpejtuar algoritmet.\n<li class=\"l\"> N\u00eb gjuh\u00ebn e skriptimit GDScript, \u00ebsht\u00eb p\u00ebrmir\u00ebsuar sistemi i tipifikimit statik, \u00ebsht\u00eb shtuar sintaksa e re p\u00ebr definimin e pronave, jan\u00eb propozuar fjal\u00eb ky\u00e7e await dhe super, jan\u00eb shtuar operacione map\/reduce, \u00ebsht\u00eb realizuar nj\u00eb sistem i ri annotacionesh, mund\u00ebsia e p\u00ebrdorimit t\u00eb simboleve unicode n\u00eb emrat e variablave dhe emrat e funksioneve. Shtuar nj\u00eb mjet p\u00ebr gjenerimin automat t\u00eb dokumentacionit. Performanca dhe stabiliteti i runtime GDScript \u00ebsht\u00eb p\u00ebrmir\u00ebsuar. N\u00eb ambientin e zhvillimit, \u00ebsht\u00eb mund\u00ebsuar shfaqja e disa gabimeve n\u00eb nj\u00eb koh\u00eb, jan\u00eb shtuar paralajm\u00ebrime t\u00eb reja p\u00ebr probleme standarde.    <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\"> Zgjeruar mund\u00ebsit\u00eb p\u00ebr zhvillimin e logjik\u00ebs s\u00eb loj\u00ebs n\u00eb gjuh\u00ebn C#. \u00cbsht\u00eb shtyr\u00eb mb\u00ebshtetje p\u00ebr platform\u00ebn .NET 6 dhe gjuh\u00ebn C# 10. P\u00ebr vlerat skalar\u00eb jan\u00eb aktivizuar lloje 64-bit. Shum\u00eb API jan\u00eb p\u00ebrkthyer nga llojet int dhe float n\u00eb long dhe double. \u00cbsht\u00eb ofruar mund\u00ebsia e definimit t\u00eb sinjaleve n\u00eb form\u00ebn e ngjarjeve C#. \u00cbsht\u00eb mund\u00ebsuar zhvillimi i zgjerimeve GDExtensions n\u00eb gjuh\u00ebn C#.\n<li class=\"l\"> Shtuar mb\u00ebshtetje eksperimentale p\u00ebr zgjerime (GDExtension), t\u00eb cilat mund t\u00eb p\u00ebrdoren p\u00ebr t\u00eb zgjeruar kapacitetet e motorit pa e rind\u00ebrtuar at\u00eb dhe pa b\u00ebr\u00eb ndryshime n\u00eb kod.\n<li class=\"l\"> Propozuar si parazgjedhje motori i simuluar p\u00ebr procese fizike Godot Physics, i optimizuar p\u00ebr zgjidhjen e problemeve q\u00eb jan\u00eb tipike p\u00ebr loj\u00ebrat kompjuterike, dhe e arritur deri n\u00eb paritet funksional 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\u00ebrplasjes, mb\u00ebshtetje p\u00ebr hartat e lart\u00ebsive dhe mund\u00ebsia e p\u00ebrdorimit t\u00eb nyjeve SoftBody p\u00ebr simulimin e rrobave). \u00cbsht\u00eb b\u00ebr\u00eb optimizimi i performanc\u00ebs dhe \u00ebsht\u00eb zgjeruar p\u00ebrdorimi i shum\u00ebprocesimit me ndarjen e ngarkes\u00ebs n\u00eb b\u00ebrthama t\u00eb ndryshme CPU gjat\u00eb simulimit t\u00eb proceseve fizike n\u00eb mjedise 2D dhe 3D. Jan\u00eb zgjidhur shum\u00eb probleme me simulimin.\n<li class=\"l\"> Propozuar nj\u00eb sistem i ri p\u00ebr renditjen e tekstit, q\u00eb ofron m\u00eb shum\u00eb kontroll mbi prerjen dhe shp\u00ebrndarjen e tekstit, si dhe siguron qart\u00ebsi t\u00eb lart\u00eb n\u00eb \u00e7do rezolut\u00eb ekrani.\n<li class=\"l\"> 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, q\u00eb mb\u00ebshtet parashikimin dhe ndryshimin e cil\u00ebsimeve t\u00eb sken\u00ebs, materiale dhe pronave fizike n\u00eb import.    <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\"> Shtuar widget t\u00eb rinj n\u00eb redaktor, si panelet p\u00ebr rikthimin e ndryshimeve dhe nj\u00eb dialog t\u00eb ri p\u00ebrzgjedhjeje ngjyrash dhe p\u00ebrdit\u00ebsimin 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\"> P\u00ebrmir\u00ebsuar nd\u00ebrfaqja e inspektimit, <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/sq\/control-panel\/\"   title=\"paneli i menaxhimit\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"518\">paneli i menaxhimit<\/a> skena dhe redaktori i skriptimeve. \u00cbsht\u00eb p\u00ebrmir\u00ebsuar theksimi i sintaks\u00ebs, \u00ebsht\u00eb shtuar mund\u00ebsia e shfaqjes s\u00eb disa kursuesve, 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 mund\u00ebsit\u00eb e redaktorit t\u00eb animacionit, ku \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr p\u00ebrzierjen e figurave dhe jan\u00eb p\u00ebrmir\u00ebsuar proceset mbi baz\u00ebn e kurb\u00ebs B\u00e9zier. Kodi p\u00ebr animacionin 3D \u00ebsht\u00eb ripar\u00eb dhe tani ofron mb\u00ebshtetje p\u00ebr kompresimin p\u00ebr t\u00eb ulur konsumin e memories. Sistemi p\u00ebr p\u00ebrzierjen e animacioneve dhe krijimin e efekteve kaluese \u00ebsht\u00eb riparuar gjithashtu. Jan\u00eb zgjeruar mund\u00ebsit\u00eb p\u00ebr t\u00eb krijuar animacione t\u00eb nd\u00ebrlikuara. P\u00ebr ruajtjen dhe rip\u00ebrdorimin e animacioneve t\u00eb krijuara, jan\u00eb propozuar biblioteka animacionesh.        <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 p\u00ebr krijimin e filmave, q\u00eb realizon renderimin kadrovik t\u00eb sken\u00ebs me cil\u00ebsi maksimale p\u00ebr krijimin e skenave hyr\u00ebse dhe regjistrimin e videove.\n<li class=\"l\"> \u00cbsht\u00eb zgjeruar mb\u00ebshtetje p\u00ebr kaskadat 3D dhe platformat e realitetit virtual. N\u00eb b\u00ebrtham\u00ebn e motorit \u00ebsht\u00eb integruar mb\u00ebshtetje p\u00ebr standardin OpenXR, q\u00eb p\u00ebrcakton nj\u00eb API universale p\u00ebr krijimin e aplikacioneve t\u00eb realitetit virtual dhe t\u00eb zgjatur. N\u00eb Windows dhe Linux \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr t\u00eb gjitha kaskadat 3D t\u00eb njohura, duke p\u00ebrfshir\u00eb kaskadat SteamVR, Oculus dhe Monado.\n<li class=\"l\"> \u00cbsht\u00eb rritur stabiliteti i n\u00ebnssystemit p\u00ebr organizimin e loj\u00ebrave n\u00eb rrjet dhe \u00ebsht\u00eb thjeshtuar procesi i zhvillimit t\u00eb loj\u00ebrave shum\u00ebloj\u00ebshe.\n<li class=\"l\"> Jan\u00eb zgjeruar mund\u00ebsit\u00eb e sistemit audio, \u00ebsht\u00eb integruar mb\u00ebshtetje p\u00ebr polifonin\u00eb, \u00ebsht\u00eb shtuar nj\u00eb API p\u00ebr sintez\u00ebn e z\u00ebrit dhe \u00ebsht\u00eb realizuar mund\u00ebsia e ciklimit t\u00eb z\u00ebrit.\n<li class=\"l\"> \u00cbsht\u00eb siguruar mund\u00ebsia e lan\u00e7imit t\u00eb nd\u00ebrfaqes 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 nd\u00ebrtimi loj\u00ebrash p\u00ebr arkitektur\u00eb t\u00eb ndryshme CPU. P\u00ebr shembull, tani mund t\u00eb b\u00ebhet nd\u00ebrtimi p\u00ebr Raspberry Pi, Microsoft Volterra, Surface Pro X, Pine Phone, VisionFive, ARM Chromebook dhe Asahi Linux.\n<li class=\"l\"> Jan\u00eb b\u00ebr\u00eb ndryshime n\u00eb API q\u00eb nd\u00ebrpresin kompaktibilitetin. Kalimi nga Godot 3.x n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb rishikimin e aplikacioneve, por p\u00ebr deg\u00ebn Godot 3.x \u00ebsht\u00eb siguruar nj\u00eb cik\u00ebl mb\u00ebshtetje t\u00eb gjat\u00eb, q\u00eb 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 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