{"id":155487,"date":"2026-01-27T17:11:54","date_gmt":"2026-01-27T15:11:57","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6"},"modified":"2026-02-14T22:41:30","modified_gmt":"2026-02-14T20:41:30","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 4.6","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>P\u00ebshtypur l\u00ebshimi i motorit t\u00eb lojrave t\u00eb lir\u00eb Godot 4.6, i p\u00ebrshtatsh\u00ebm p\u00ebr krijimin e lojrave 2D dhe 3D. Motori mb\u00ebshtet nj\u00eb gjuh\u00eb t\u00eb thjesht\u00eb p\u00ebr t\u00eb m\u00ebsuar p\u00ebr p\u00ebrcaktimin e logjik\u00ebs s\u00eb lojrave, nj\u00eb ambient grafik p\u00ebr dizajnimin e lojrave, nj\u00eb sistem implementimi t\u00eb lojrave me nj\u00eb klik, mund\u00ebsi animacioni dhe simulimi t\u00eb proceseve fizike, nj\u00eb debugger t\u00eb integruar dhe nj\u00eb sistem p\u00ebr identifikimin e ngadal\u00ebsive n\u00eb performanc\u00eb. Kodi i motorit t\u00eb lojrave, ambientit t\u00eb projektimit t\u00eb lojrave dhe mjeteve t\u00eb tjera t\u00eb zhvillimit (motor fizike, serveri i z\u00ebrit, backend 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>Ndryshimet kryesore n\u00eb Godot 4.6 (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> N\u00eb redaktor, \u00ebsht\u00eb propozuar nj\u00eb tem\u00eb e re vizuale &#171;Modern&#187;, e cila ve\u00e7ohet p\u00ebr pamjen e saj moderne, theksimin m\u00eb kontrastues t\u00eb informacionit p\u00ebr t\u00eb rritur lexueshm\u00ebrin\u00eb, optimizimin e hap\u00ebsirave midis elementeve dhe aplikimin e nj\u00eb skeme ngjyrash n\u00eb nuanca gri. P\u00ebr p\u00ebrdoruesit q\u00eb jan\u00eb m\u00ebsuar me pamjen e vjet\u00ebr, \u00ebsht\u00eb n\u00eb dispozicion nj\u00eb opsion p\u00ebr t\u00eb rikthyer tem\u00ebn klasike.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/067155ac4d2fdc1f64bf466fdc59f946.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb redaktor \u00ebsht\u00eb standartizuar puna me panel\u00ebt. Panel\u00ebt e poshtme dhe shumica e panel\u00ebve dock tani jan\u00eb t\u00eb lirsh\u00ebm dhe mund t\u00eb \u00e7ky\u00e7en. Panel\u00ebt mund t\u00eb l\u00ebvizen n\u00eb m\u00ebnyr\u00eb drag&amp;drop n\u00eb pjes\u00eb t\u00eb ndryshme t\u00eb nd\u00ebrfaqes.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/dock.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> P\u00ebr projektet e reja 3D, \u00ebsht\u00eb aktivizuar si parazgjedhje motor simuluese JoltPhysics, i cili tani p\u00ebrdoret n\u00eb lojra t\u00eb klas\u00ebs AAA, si Death Stranding 2.\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb sistem i ri i kinematik\u00ebs inverse (IK), q\u00eb lejon krijimin e animacioneve m\u00eb realiste. Jan\u00eb shtuar modifikator\u00eb dhe kufizues t\u00eb rinj, q\u00eb lejojn\u00eb kontrollin e rrotullimit dhe shpejt\u00ebsis\u00eb k\u00ebndore t\u00eb nyjeve p\u00ebr t\u00eb eliminuar l\u00ebvizjet e pad\u00ebshiruara. Kufizimet q\u00eb vendosen mund t\u00eb lidhen me nyjet 3D, p\u00ebr shembull, p\u00ebr t\u00eb b\u00ebr\u00eb q\u00eb dora e personazhit t\u00eb zvarritet dhe t\u00eb kap\u00eb arm\u00ebn. \u00cbsht\u00eb shtuar nj\u00eb modifikator i ri IKModifier3D, i krijuar mbi baz\u00ebn e modifikatorit t\u00eb skeletit SkeletonModifier3D. P\u00ebr p\u00ebrdorim jan\u00eb n\u00eb disponibilitet zgjidh\u00ebs deterministik\u00eb (solver) TwoBoneIK3D dhe SplineIK3D, si dhe zgjidh\u00ebs iterativ\u00eb FABRIK3D, CCDIK3D dhe JacobianIK3D. Arkitektura modulare e korniz\u00ebs IK lejon kombinimin t\u00eb saj me modifikator\u00eb dhe kufizues t\u00eb tjer\u00eb p\u00ebr p\u00ebrshtatjen e animacioneve procedurale drejtp\u00ebrdrejt n\u00eb motor.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/skeleton_modifier.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Sistemi SSR (Reflektimi i Hap\u00ebsir\u00ebs s\u00eb Ekranit) \u00ebsht\u00eb ristrukturuar plot\u00ebsisht, i cili \u00ebsht\u00eb p\u00ebrgjegj\u00ebs p\u00ebr vizualizimin e materialeve me sip\u00ebrfaqe reflektuese, si\u00e7 jan\u00eb metali, uji dhe xhami. Implementimi i ri shquhet p\u00ebr arritjen e realizmit m\u00eb t\u00eb lart\u00eb, rritjen e performanc\u00ebs dhe shtimin e dy m\u00ebnyrave \u2014 full-resolution (cil\u00ebsi maksimale) dhe half-resolution (m\u00eb <a href=\"https:\/\/prohoster.info\/sq\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">performanca e lart\u00eb<\/a>).        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/new_ssr.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Jan\u00eb realizuar identifikator\u00eb unik\u00eb t\u00eb brendsh\u00ebm p\u00ebr nyjet (Node ID), t\u00eb cil\u00ebt ruhen n\u00eb skedar\u00ebt e sken\u00ebs dhe nuk ndryshojn\u00eb pas rindarjeve t\u00eb sken\u00ebs, ndryshimit t\u00eb hierarkis\u00eb s\u00eb elementeve, l\u00ebvizjes ose rimejtimeve t\u00eb nyjeve.\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb bibliotek\u00eb libgodot, q\u00eb lejon integrimin e Godot Engine n\u00eb aplikacionet tuaja t\u00eb ve\u00e7anta n\u00eb vend t\u00eb nisjes s\u00eb tij si nj\u00eb proces t\u00eb ve\u00e7uar, q\u00eb mund t\u00eb jet\u00eb e dobishme, p\u00ebr shembull, n\u00eb zhvillimin e editor\u00ebve tuaj t\u00eb lojrave. Mb\u00ebshtetet puna n\u00eb Linux, Windows dhe macOS.\n<li class=\"l\"> Skemat 2D, q\u00eb vendosen si tabela n\u00eb TileMap (p\u00ebr shembull, arkivole animuese, llamba dhe qirinj), tani mund t\u00eb rrotullohen me hapa prej 90 grad\u00ebsh.    <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/turn_2d_tiles.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> P\u00ebr t\u00eb afruar procesin e pun\u00ebs me redaktor\u00ebt modern\u00eb 3D, \u00ebsht\u00eb realizuar ndarja e modeve t\u00eb p\u00ebrzgjedhjes dhe transformimit. M\u00ebnyra e m\u00ebparshme &#171;P\u00ebrzgjedhja&#187; (Select) \u00ebsht\u00eb rinovuar n\u00eb &#171;Transformim&#187; (Transform), dhe gjithashtu \u00ebsht\u00eb shtuar nj\u00eb m\u00ebnyr\u00eb e re vet\u00ebm p\u00ebr p\u00ebrzgjedhje, n\u00eb t\u00eb cil\u00ebn mund t\u00eb p\u00ebrzgjidhen nodes pa treguar gizmo t\u00eb transformimit, duke parandaluar operacionet e rast\u00ebsishme t\u00eb zhvendosjes, rrotullimit dhe zmadhimit.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/select_mode.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Instrumenti 3D p\u00ebr vizatimin dhe heqjen n\u00eb GridMap \u00ebsht\u00eb p\u00ebrmir\u00ebsuar dhe \u00ebsht\u00eb kaluar n\u00eb algoritmin Bresenham p\u00ebr interpolimin mes pikave, q\u00eb lejon marrjen e linjave m\u00eb t\u00eb sheshta dhe p\u00ebrshpejton krijimin e niveleve t\u00eb reja dhe harta voxel duke reduktuar p\u00ebrshtatjet manuale.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/grid_map_bresenham.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb gizmon 3D \u00ebsht\u00eb shtuar mund\u00ebsia e rrotullimit t\u00eb objekteve t\u00eb p\u00ebrputhura me orientimin e kamer\u00ebs.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/rotation_gizmo.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb nd\u00ebrfaqen grafike \u00ebsht\u00eb thjeshtuar procesi i qendrrimit t\u00eb pik\u00ebs s\u00eb rrotullimit.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/control_pivot.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> P\u00ebrpunimi i fokusit p\u00ebr maus\/i p\u00ebrgjurues dhe tastier\u00eb \u00ebsht\u00eb ndar\u00eb \u2014 klikimi me maus tani nuk ndryshon fokusin e hyrjes nga tastiera.\n<li class=\"l\"> Kur zgjidhet nyja MarginContainer n\u00eb editor, sigurohet vizualizimi i hap\u00ebsirave n\u00eb zon\u00ebn e shikimit.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/3505ddd18a59bde264105d31687cadb1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Navigimi midis skedave \u00ebsht\u00eb p\u00ebrmir\u00ebsuar: kur l\u00ebvizni nj\u00eb burim n\u00eb m\u00ebnyr\u00ebn Drag&amp;Drop, tani mund t\u00eb poziciononi kursorin mbi sked\u00ebn e d\u00ebshiruar dhe automatikisht t\u00eb kaloni te ajo pa klikuar.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/hover_tabbar.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb panelin Output, p\u00ebr t\u00eb hapur nj\u00eb skedar n\u00eb editor tani mund t\u00eb klikoni mbi emrin e tij n\u00eb mesazhin e gabimit ose paralajm\u00ebrimit.      <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/error_click.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb mjetin e ndjekjes s\u00eb objekteve \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb krijuar snapshot-e t\u00eb ObjectDB dhe p\u00ebr t\u00eb krahasuar skenaret e gjendjes me listat e objekteve ekzistuese n\u00eb momente t\u00eb caktuara n\u00eb koh\u00eb.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/248dc457b41e74c6ad54317c87152356.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> N\u00eb dialogun e hapjes s\u00eb shpejt\u00eb t\u00eb burimeve (Quick Open) \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr parashikimin e burimit t\u00eb zgjedhur n\u00eb kontekstin e sken\u00ebs ekzistuese.        <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/resource_preview.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> N\u00eb redaktorin e animacionit \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb ndryshuar gjat\u00ebsi e animacionit duke shtrir\u00eb ose kompresuar klipet n\u00eb vij\u00ebn kohore. N\u00eb nd\u00ebrfaqen e vendosjes s\u00eb kurbave B\u00e9zier jan\u00eb shtuar butona p\u00ebr t\u00eb treguar, bllokuar dhe fshir\u00eb grupe nyjesh.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/animation_editor_goodies.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr kodifikimin delta t\u00eb patch-eve PCK, duke lejuar p\u00ebrfshirjen n\u00eb patch-e vet\u00ebm t\u00eb pjes\u00ebve t\u00eb ndryshuara t\u00eb burimeve.\n<li class=\"l\"> \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb rregulluar ngjyr\u00ebn e dritar\u00ebve LED t\u00eb kontrollor\u00ebve t\u00eb loj\u00ebrave. N\u00eb t\u00eb ardhmen pritet mb\u00ebshtetje p\u00ebr sensor\u00ebt e l\u00ebvizjes, panelet prek\u00ebse, kthimin taktil, triget adaptiv\u00eb dhe marrjen e informacionit rreth kontrollorit.\n<li class=\"l\"> P\u00ebr shkak t\u00eb optimizimit t\u00eb p\u00ebrpunimit t\u00eb teksturave RGB, t\u00eb cilat tani konvertohen n\u00eb RGBA n\u00eb GPU dhe p\u00ebrdoren drejtp\u00ebrdrejt, \u00ebsht\u00eb arritur t\u00eb dyfishohet shpejt\u00ebsia e operacioneve t\u00eb importit t\u00eb teksturave t\u00eb kompresuara.\n<li class=\"l\"> N\u00eb rend\u00ebrzim, n\u00eb m\u00ebnyr\u00eb default \u00ebsht\u00eb aktivizuar m\u00ebnyra e p\u00ebrzierjes &#171;Screen&#187; dhe \u00ebsht\u00eb siguruar aplikimi i efektit t\u00eb shk\u00eblqimit (Glow) para tonimit (tonemapping). Mund\u00ebsia p\u00ebr t\u00eb rregulluar parametrat e transformimit tonal AgX \u00ebsht\u00eb shtuar.\n<li class=\"l\"> N\u00eb redaktorin Godot XR \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr pajisjet Android XR p\u00ebr t\u00eb leht\u00ebsuar testimin dhe debug-imin e projekteve p\u00ebr realitetin e shtuar dhe at\u00eb virtual. \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr specifikimin OpenXR 1.1.        <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 4.6\" src=\"\/wp-content\/uploads\/2026\/01\/b6d884397a6eecd74fe6f3b38f3960e7.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr ekzekutimin e aplikacioneve t\u00eb eksportuar n\u00eb pajisjet Android p\u00ebrmes scrcpy p\u00ebr pasqyrimin e p\u00ebrmbajtjes s\u00eb ekranit t\u00eb smartphone-it n\u00eb ekranin e PC.          <center>  <video controls=\"\" style=\"width: 700px; height: 400px; max-width:100%\"><source src=\"https:\/\/godotengine.org\/storage\/releases\/4.6\/images\/scrcpy_support.webm\" type=\"video\/webm\"><\/video>  <\/center>\n<li class=\"l\"> Kur nd\u00ebrlidhen projektet p\u00ebr Windows, n\u00eb m\u00ebnyr\u00eb default p\u00ebrdoret Direct3D&#8239;12.    <\/ul>\n<p>P\u00ebrve\u00e7 k\u00ebsaj, mund t\u00eb theksohet vazhdimi i zhvillimit t\u00eb projektit Redot, i cili zhvillon nj\u00eb fork t\u00eb Godot, i krijuar si p\u00ebrgjigje ndaj politik\u00ebs strikte t\u00eb moderimit n\u00eb kanal\u00ebt zyrtare t\u00eb komunikimit dhe refuzimit nga zhvilluesit e Godot t\u00eb mendimeve q\u00eb jan\u00eb n\u00eb kund\u00ebrshtim me pik\u00ebpamjet e tyre. Themeluesit e Redot kishin p\u00ebr q\u00ebllim t\u00eb nd\u00ebrtuan nj\u00eb komunitet gjith\u00ebp\u00ebrfshir\u00ebs, ku pranohen \u00e7do bindje personale e zhvilluesve, politizimi i procesit t\u00eb zhvillimit nuk \u00ebsht\u00eb i pranuesh\u00ebm dhe v\u00ebmendja kryesore \u00ebsht\u00eb p\u00ebrqendruar vet\u00ebm n\u00eb krijimin e loj\u00ebrave. Disa dit\u00eb m\u00eb par\u00eb \u00ebsht\u00eb publikuar kandidati p\u00ebr l\u00ebshimin Redot 26.1, n\u00eb t\u00eb cilin jan\u00eb transferuar shum\u00eb p\u00ebrmir\u00ebsime nga Godot 4.6.<br \/>\n<br \/>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64682\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u043b\u0435\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 4.6, \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 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