{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas pes\u00eb muajve zhvillimi, u publikua versioni i motorit t\u00eb loj\u00ebrave t\u00eb lir\u00eb Godot 4.2, 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\u00ebs, nj\u00eb ambient grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem p\u00ebr zhvillimin e loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacion dhe simulimin e proceseve fizike, nj\u00eb debuger 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 dhe mjeteve t\u00eb zhvillimit p\u00ebrkat\u00ebse (motori fizik, serveri i z\u00ebrit, backend p\u00ebr t\u00eb renderuar 2D\/3D, etj.) shp\u00ebrndahen 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>Ndryshimet kryesore:  <\/p>\n<ul>\n<li class=\"l\"> P\u00ebr zhvilluesit e loj\u00ebrave 2D, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr shkall\u00ebzimin me forc\u00eb t\u00eb numrave t\u00eb plot\u00eb, q\u00eb lejon p\u00ebrftimin e nj\u00eb rrjete pikselesh katrore, pavar\u00ebsisht nga raporti i faktik i an\u00ebs. \u00cbsht\u00eb siguruar mund\u00ebsia e marrjes s\u00eb koordinatave barycentrike t\u00eb normales nga piketat e nd\u00ebrprerjes s\u00eb objektit me rrezin. Jan\u00eb shtuar metodat Rotate_toward dhe Angle_difference p\u00ebr trajtimin e sakt\u00eb t\u00eb rotacioneve dhe k\u00ebnd\u00ebve. N\u00eb nodet Line2D \u00ebsht\u00eb shtuar pron\u00ebsia \"closed\" p\u00ebr t\u00eb krijuar linja t\u00eb mbyllura me mbushje t\u00eb vazhdueshme.     <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb b\u00ebr\u00eb p\u00ebrmir\u00ebsime p\u00ebr rritjen e besueshm\u00ebris\u00eb s\u00eb sistemit t\u00eb animacionit. Jan\u00eb ri-punuar dhe unifikuar nyjat AnimationPlayer dhe AnimationTree, pjes\u00ebt e p\u00ebrbashk\u00ebta t\u00eb t\u00eb cilave jan\u00eb ndar\u00eb n\u00eb nj\u00eb klas\u00eb t\u00eb nd\u00ebrmjetme AnimationMixer. \u00cbsht\u00eb shtuar nj\u00eb opsion p\u00ebr miksimin deterministik. N\u00eb parazgjedhjen e animacionit \u00ebsht\u00eb shtuar nj\u00eb m\u00ebnyr\u00eb kashkash (onion skinning), q\u00eb p\u00ebrfshin shfaqjen e mbivendosjeve gjysm\u00eb transparente me kadrin e kaluar dhe at\u00eb t\u00eb ardhsh\u00ebm t\u00eb animacionit.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Aft\u00ebsit\u00eb e \"pjekjes\" s\u00eb rrjetit t\u00eb navigimit (baking, konvertimi n\u00eb form\u00eb statike) p\u00ebr 2D jan\u00eb af\u00ebrsisht t\u00eb ngjashme me aft\u00ebsit\u00eb e m\u00ebparshme t\u00eb disponueshme n\u00eb 3D, p\u00ebr shembull, p\u00ebr rrjetet 2D \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr pun\u00ebn me trupa fizik\u00eb, instance t\u00eb rrjeteve poligonale, shum\u00ebk\u00ebndesh t\u00eb thjesht\u00eb dhe harta t\u00eb pllakave (tilemap). N\u00eb <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/sq\/server\/\"   title=\"server\u00ebt\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">server\u00ebt<\/a> navigimin 2D dhe 3D \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr frym\u00ebmarrjen shum\u00eb-drejtuese t\u00eb rrjeteve.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> U kryesore e kodit p\u00ebr pun\u00ebn me tiles dhe hartat e tyre. Jan\u00eb optimizuar operacionet e grupimit t\u00eb blloqeve dhe renditjes n\u00eb boshtin Y, duke lejuar nj\u00eb reduktim t\u00eb konsideruesh\u00ebm t\u00eb koh\u00ebs s\u00eb p\u00ebrdit\u00ebsimit t\u00eb tiles. \u00cbsht\u00eb punuar p\u00ebr t\u00eb rritur leht\u00ebsin\u00eb e krijimit dhe p\u00ebrdorimit t\u00eb hartave t\u00eb tilesave. \u00cbsht\u00eb shtuar nj\u00eb mjet p\u00ebr rrotullimin dhe p\u00ebrmbysjen e tilesave gjat\u00eb vendosjes s\u00eb tyre. Jan\u00eb p\u00ebrmir\u00ebsuar mjetet p\u00ebr redaktimin e poligon\u00ebve dhe skenave t\u00eb tilesave.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb redaktorin e skenar\u00ebve GDScript \u00ebsht\u00eb shtuar mund\u00ebsia e krijimit t\u00eb zonave t\u00eb em\u00ebruara t\u00eb kodit p\u00ebr t\u00eb palosur blloqet gjat\u00eb redaktimit dhe p\u00ebr t\u00eb thjeshtuar navigimin. N\u00eb debuggerin e skriptave \u00ebsht\u00eb shtetur plot\u00ebsisht mb\u00ebshtetje p\u00ebr kodin multi-threaded, stack-un e ekzekutimit dhe pikat e ndalimit. N\u00eb skenaret e bazuara n\u00eb C#\/.NET \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr platformat Android (nevojitet .NET 7.0+) dhe iOS (nevojitet .NET 8.0). N\u00eb skenaret GDScript \u00ebsht\u00eb zgjeruar mb\u00ebshtetja p\u00ebr kodin e tipizuar statikisht, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr literalet string r-string (string t\u00eb pap\u00ebrpunuara) dhe jan\u00eb zgjeruar mund\u00ebsit\u00eb e operatorit match.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb viewport 3D \u00ebsht\u00eb p\u00ebrmir\u00ebsuar mb\u00ebshtetje p\u00ebr menaxhimin e transformimeve n\u00eb stilin e Blender, duke p\u00ebrdorur miun dhe \u00e7el\u00ebsat e ngroht\u00eb. Tregohet informacioni e zgjeruar vizual n\u00eb viewport 3D vet\u00ebm p\u00ebr objektet e zgjedhura. Jan\u00eb shtuar tregues t\u00eb imt\u00ebsish\u00ebm p\u00ebr elemente t\u00eb tilla si dekale dhe v\u00ebllimi i mjegull\u00ebs. \u00cbsht\u00eb p\u00ebrmir\u00ebsuar puna me gizmo - \u00e7do an\u00eb e formave voluminoze tani mund t\u00eb shtrihet ndaras n\u00eb dritaren e shikimit.       <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb p\u00ebrmir\u00ebsuar menut\u00eb kontekstuale dhe k\u00ebshillat e skiv\u00ebs n\u00eb panelat \"Inspektimi\" dhe \"Sinjalet\". N\u00eb redaktorin e temave jan\u00eb shtuar k\u00ebshilla me p\u00ebrshkrimin e pron\u00ebsive. N\u00eb panelin e pun\u00ebs me sistemin e skedar\u00ebve \u00ebsht\u00eb shtuar mund\u00ebsia e theksimit vizual t\u00eb katalog\u00ebve p\u00ebrmes caktimit t\u00eb ngjyrave t\u00eb ndryshme. \u00cbsht\u00eb ripunuar nd\u00ebrfaqja e redaktorit t\u00eb burimeve t\u00eb gradient\u00ebve. N\u00eb redaktorin e zonave t\u00eb tekstur\u00ebs \u00ebsht\u00eb unifikuar puna me t\u00eb gjitha burimet e mb\u00ebshtetura, duke p\u00ebrfshir\u00eb stilin dhe atlaset.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb bibliotek\u00ebn e aseteve \u00ebsht\u00eb p\u00ebrmir\u00ebsuar rezultati i k\u00ebrkimit dhe \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb zgjedhur nj\u00eb katalog tjet\u00ebr p\u00ebr instalimin e shtes\u00ebs ose burimit.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb menaxherin e projekteve \u00ebsht\u00eb riorganizuar vendosja e elementeve kryesore t\u00eb kontrollit dhe \u00ebsht\u00eb modernizuar nd\u00ebrfaqja e importit t\u00eb projektit.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb zgjeruar mund\u00ebsit\u00eb p\u00ebr zhvillimin e shtojcave p\u00ebr redaktorin. \u00cbsht\u00eb siguruar qasje n\u00eb t\u00eb gjith\u00eb funksionalitetin e redaktorit p\u00ebrmes klas\u00ebs EditorInterface. jan\u00eb realizuar metoda t\u00eb p\u00ebrshtatshme p\u00ebr qasje t\u00eb drejtp\u00ebrdrejt\u00eb n\u00eb pamjet 2D dhe 3D. \u00cbsht\u00eb shtuar mund\u00ebsia e shfaqjes s\u00eb nj\u00eb dialogu paralajm\u00ebrues p\u00ebr ndryshimet e pamaruara.\n<li class=\"l\"> \u00cbsht\u00eb vazhduar zhvillimi i sistemit eksperimental t\u00eb shtojcave GDExtension, i cili lejon p\u00ebrdorimin e gjuh\u00ebve me nivel t\u00eb ul\u00ebt, si C++, si gjuh\u00eb p\u00ebr krijimin e skenar\u00ebve p\u00ebr loj\u00ebrat, pa nevoj\u00ebn p\u00ebr rind\u00ebrtimin e motorit dhe pa b\u00ebr\u00eb ndryshime n\u00eb kod. \u00cbsht\u00eb shtuar mund\u00ebsia e p\u00ebrdorimit t\u00eb GDExtensions gjat\u00eb eksportit n\u00eb Web.\n<li class=\"l\"> N\u00eb nd\u00ebrfaqen e p\u00ebrdoruesit \u00ebsht\u00eb ndryshuar menaxhimi i fokusit. \u00cbsht\u00eb realizuar mund\u00ebsia e kalimit t\u00eb fokusit n\u00eb skedat e ve\u00e7anta n\u00eb panelin e skedave, p\u00ebrfshir\u00eb gjat\u00eb navigimit me an\u00eb t\u00eb tastier\u00ebs. N\u00eb elementet e kontrollit (Control) \u00ebsht\u00eb shtuar nj\u00eb metod\u00eb p\u00ebr t\u00eb gjetur elementin e ardhsh\u00ebm fqinj q\u00eb mund t\u00eb fokusohet. Jan\u00eb rip\u00ebrdorur ndjesh\u00ebm elementet e nd\u00ebrtimit t\u00eb grafik\u00ebve (GraphEdit dhe GraphNode). Jan\u00eb zgjeruar mund\u00ebsit\u00eb p\u00ebr konfigurimin e panelit t\u00eb instrumenteve t\u00eb nodit kryesor GraphEdit.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia e ndryshimit t\u00eb llojit t\u00eb importit t\u00eb aseteve n\u00eb fluks me p\u00ebrdit\u00ebsimin automatik t\u00eb skenave dhe burimeve, pa pasur nevoj\u00eb p\u00ebr rinisjen e redaktorit. Jan\u00eb zgjeruar opsionet e disponueshme p\u00ebr importin dhe \u00ebsht\u00eb siguruar mund\u00ebsia e ndryshimit t\u00eb pronave fizike t\u00eb objekteve t\u00eb importuara, si dhe parametrave t\u00eb hijes dhe dukshm\u00ebris\u00eb. \u00cbsht\u00eb shtuar mund\u00ebsia e parap\u00ebrk\u00ebzimit t\u00eb animacionit n\u00eb dialogun e importit. \u00cbsht\u00eb zgjeruar mb\u00ebshtetja p\u00ebr importin e aseteve nga Blender n\u00eb formatin GLTF. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr importin e imazheve n\u00eb formatin KTX.  <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave t\u00eb hapura Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Jan\u00eb b\u00ebr\u00eb optimizime me sh\u00ebnjest\u00ebr p\u00ebr t\u00eb rritur performanc\u00ebn e renderimit. P\u00ebr t\u00eb p\u00ebrshpejtuar pun\u00ebn n\u00eb pajisjet mobile, jan\u00eb ndar\u00eb barrierat raster n\u00eb komponent\u00eb pikash dhe fragmentesh. \u00cbsht\u00eb p\u00ebrshpejtuar gjenerimi i teksturave me zhurm\u00eb. \u00cbsht\u00eb shtuar nj\u00eb kalim paraprak p\u00ebr t\u00eb llogaritur thell\u00ebsin\u00eb. \u00cbsht\u00eb reduktuar koha e ngarkimit dhe kompilim t\u00eb shenjave. \u00cbsht\u00eb optimizuar ruajtja e rrjetave poligonale n\u00eb memorie. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr kompresimin e rrjetave poligonale p\u00ebr t\u00eb reduktuar kapacitetin e transmetimit gjat\u00eb transferimit t\u00eb tyre.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr krijimin e objekteve t\u00eb veta teksturale (shembuj p\u00ebrdorimi t\u00eb shader\u00ebve t\u00eb llogaritjes p\u00ebr krijimin e nj\u00eb texture me efekt uji).\n<li class=\"l\"> Shtuar API p\u00ebr thirrjen e kodit n\u00eb rrjedh\u00ebn e renderimit, q\u00eb mund t\u00eb jet\u00eb e nevojshme, p\u00ebr shembull, kur duhet t\u00eb sinkronizoni shader-in e llogaritjes me renderimin.\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr versionin 2.2 t\u00eb teknologjis\u00eb s\u00eb supersamplingut AMD FSR (FidelityFX Super Resolution), q\u00eb p\u00ebrdor algoritme t\u00eb shkall\u00ebzimit dhe rinovimin e detajeve p\u00ebr t\u00eb reduktuar humbjen e cil\u00ebsis\u00eb s\u00eb imazhit gjat\u00eb shkall\u00ebzimit dhe konvertimit n\u00eb nj\u00eb rezolucion m\u00eb t\u00eb lart\u00eb.\n<li class=\"l\"> Propozuar nj\u00eb filt\u00ebr i ri i zhurm\u00ebs JNLM, q\u00eb p\u00ebrdor karta ndri\u00e7imi (lightmapper) dhe shader-a t\u00eb llogaritjes. JNLM \u00ebsht\u00eb ndjesh\u00ebm m\u00eb i shpejt\u00eb se biblioteka e m\u00ebparshme e eliminimit t\u00eb zhurm\u00ebs OIDN (Open Image Denoise), por n\u00eb disa situata humbet n\u00eb cil\u00ebsi.\n<li class=\"l\"> Metodave t\u00eb renderimit Forward+ dhe Mobile u shtua mb\u00ebshtetje p\u00ebr renderimin 2D n\u00eb gam\u00ebn e zgjeruar dinamike t\u00eb ndri\u00e7imit (HDR), duke mund\u00ebsuar realizimin e disa efekteve 3D n\u00eb loj\u00ebrat 2D, si ndri\u00e7imi. Metod\u00ebs s\u00eb renderimit Compatibility i \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr hijet tridimensionale.\n<li class=\"l\"> P\u00ebr macOS dhe Windows propozohet nj\u00eb drajver i ri OpenGL p\u00ebr renderim, q\u00eb p\u00ebrdor nj\u00eb shtres\u00eb ANGLE, e cila transliton thirrjet OpenGL n\u00eb API-n\u00eb Direct3D 11 dhe Metal.\n<li class=\"l\"> Sistemi i simulimit t\u00eb grimcave \u00ebsht\u00eb riparuar p\u00ebr t\u00eb thjeshtuar mb\u00ebshtetje dhe zgjerimin e kontrollit t\u00eb l\u00ebvizjes s\u00eb grimcave. P\u00ebr shembull, tani mund t\u00eb animoni dhe t\u00eb trash\u00ebgoni shpejt\u00ebsin\u00eb e l\u00ebvizjes, si dhe t\u00eb ndryshoni numrin e grimcave t\u00eb emetuara. U shtua nj\u00eb mjet p\u00ebr t\u00eb konvertuar kodin e gjenerimit t\u00eb grimcave, q\u00eb p\u00ebrdor CPU, n\u00eb kodin ekuivalent q\u00eb p\u00ebrdor GPU.\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr p\u00ebrdorimin e dialog\u00ebve t\u00eb zgjedhjes s\u00eb skedar\u00ebve native p\u00ebr Linux, macOS dhe Windows, si dhe mund\u00ebsia p\u00ebr kopjimin dhe ngjitjen e imazheve p\u00ebrmes sistemit t\u00eb shk\u00ebpimit.\n<li class=\"l\"> Arkitektura e Godot p\u00ebr platform\u00ebn Android \u00ebsht\u00eb rinovuar, duke eliminuar var\u00ebsin\u00eb nga komponenti Android Fragment, q\u00eb ka lejuar reduktimin e koh\u00ebs s\u00eb nisjes s\u00eb aplikacioneve dhe loj\u00ebrave, dhe implementimin e mund\u00ebsis\u00eb p\u00ebr t\u00eb punuar me disa dritare.\n<li class=\"l\"> Rregulluar krijimi i nd\u00ebrtimeve zyrtare t\u00eb Linux t\u00eb editorit Godot p\u00ebr platforma ARM 32- dhe 64-bit.        <\/ul>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \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 \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 4.2, \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 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\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":111993,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-111992","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 \u043f\u044f\u0442\u0438 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