{"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\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-6","title":{"rendered":"L\u00ebshimi i motorit t\u00eb loj\u00ebrave me burim t\u00eb hapur Godot 4.6","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00cbsht\u00eb publikuar l\u00ebshimi i motorit t\u00eb loj\u00ebrave me burim t\u00eb hapur Godot 4.6, i p\u00ebrshtatsh\u00ebm p\u00ebr krijimin e loj\u00ebrave 2D dhe 3D. Motorri mb\u00ebshtet nj\u00eb gjuh\u00eb t\u00eb thjesht\u00eb p\u00ebr t\u00eb m\u00ebsuar p\u00ebr caktimin e logjik\u00ebs s\u00eb loj\u00ebrave, nj\u00eb ambient grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem p\u00ebr shp\u00ebrndarjen e loj\u00ebrave me nj\u00eb klikim, mund\u00ebsi 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\u00ebrave, ambientit t\u00eb projektimit t\u00eb loj\u00ebrave dhe mjeteve p\u00ebrkat\u00ebse t\u00eb zhvillimit (motor\u00eb fizik\u00eb, server\u00eb audio, backend 2D\/3D rendering, 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>Ndryshimet kryesore n\u00eb Godot 4.6 (1, 2, 3):    <\/p>\n<ul>\n<li class=\"l\"> N\u00eb redaktor \u00ebsht\u00eb propozuar si tem\u00eb e re e parazgjedhur tema \"Moderne\", e cila \u00ebsht\u00eb e njohur p\u00ebr pamjen e saj moderne, p\u00ebr dallimin m\u00eb kontrast 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 zakon t\u00eb dizajnit t\u00eb vjet\u00ebr \u00ebsht\u00eb n\u00eb dispozicion nj\u00eb mund\u00ebsi p\u00ebr t\u00eb rikthyer tem\u00ebn klasike.    <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave 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 unifikuar puna me panelet. Panelet e poshtme dhe shumica e paneleve dock tani jan\u00eb t\u00eb lundrueshme dhe mund t\u00eb shk\u00ebputen. Panelet mund t\u00eb l\u00ebvizin n\u00eb modin 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, motorri i simulimit t\u00eb proceseve fizike JoltPhysics \u00ebsht\u00eb angazhuar si i paracaktuar, i cili tashm\u00eb p\u00ebrdoret n\u00eb loj\u00ebra t\u00eb klas\u00ebs AAA, si Death Stranding 2.\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb sistem i ri i cinematik\u00ebs inverse (IK, cinematik\u00eb e kund\u00ebrt), i cili lejon krijimin e animacioneve m\u00eb realiste. Jan\u00eb shtuar modifikator\u00eb dhe kufizues t\u00eb rinj (constraint), q\u00eb lejojn\u00eb kontrollin e rotacionit dhe shpejt\u00ebsis\u00eb k\u00ebndore t\u00eb nyjave p\u00ebr t\u00eb shmangur l\u00ebvizjet e pad\u00ebshiruara. Kufizimet e vendosura mund t\u00eb lidh\u00ebn me nyjat 3D, p\u00ebr shembull, p\u00ebr t\u00eb b\u00ebr\u00eb q\u00eb dora e personazhit t\u00eb shtrij\u00eb dhe t\u00eb kap\u00eb arm\u00ebn. \u00cbsht\u00eb shtuar nj\u00eb modifikator i ri IKModifier3D, i bazuar n\u00eb modifikatorin skeletor SkeletonModifier3D. P\u00ebr p\u00ebrdorim jan\u00eb n\u00eb dispozicion zgjidh\u00ebs deterministik\u00eb (solver) TwoBoneIK3D dhe SplineIK3D, si dhe zgjidh\u00ebs iterativ\u00eb FABRIK3D, CCDIK3D dhe JacobianIK3D. Arkitektura modulare e kuadrit IK lejon kombinimin t\u00eb tij 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 (Screen Space Reflection) \u00ebsht\u00eb rishikuar plot\u00ebsisht, i cili \u00ebsht\u00eb p\u00ebrgjegj\u00ebs p\u00ebr vizualizimin e materialeve me sip\u00ebrfaqe reflektive, si metali, uji dhe qelqi. Implementimi i ri karakterizohet nga arritja e realizmit m\u00eb t\u00eb lart\u00eb, rritja e performanc\u00ebs dhe shtimi i dy regjimeve - full-resolution (cil\u00ebsi maksimale) dhe half-resolution (m\u00eb i ul\u00ebt) <a href=\"https:\/\/prohoster.info\/sq\/server\/dts-geneva\/\"  data-wpil-monitor-id=\"3295\">performanc\u00eb 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 identifikues unik\u00eb t\u00eb brendsh\u00ebm t\u00eb nyjave (Node ID), t\u00eb ruajtur n\u00eb skedar\u00ebt e sken\u00ebs dhe q\u00eb nuk ndryshojn\u00eb pas reorganizimit t\u00eb sken\u00ebs, ndryshimit t\u00eb hierarkis\u00eb s\u00eb elementeve, zhvendosjes ose riem\u00ebrtimeve t\u00eb nyjave.\n<li class=\"l\"> \u00cbsht\u00eb shtuar biblioteka libgodot, e cila lejon integrimin e Godot Engine n\u00eb aplikacionet tuaja t\u00eb veta p\u00ebrve\u00e7 nisjes s\u00eb saj si nj\u00eb proces i ve\u00e7ant\u00eb, gj\u00eb q\u00eb mund t\u00eb jet\u00eb e dobishme, p\u00ebr shembull, gjat\u00eb zhvillimit t\u00eb redaktor\u00ebve t\u00eb formave t\u00eb veta t\u00eb loj\u00ebrave. Mb\u00ebshtetet puna n\u00eb Linux, Windows dhe macOS.\n<li class=\"l\"> Skemat 2D, t\u00eb vendosura si disa pllaka n\u00eb TileMap (p\u00ebr shembull, arkat e animuara, llambat dhe fakujt), tani mund t\u00eb rrotullohen n\u00eb hapa prej 90 grad\u00eb.    <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 b\u00ebr\u00eb ndarja e regjimeve t\u00eb seleksionimit dhe transformimit. Regjimi i m\u00ebparsh\u00ebm \"Seleksionimi\" (Select) \u00ebsht\u00eb riem\u00ebruar n\u00eb \"Transformimi\" (Transform), si dhe \u00ebsht\u00eb shtuar nj\u00eb regjimi i ri vet\u00ebm p\u00ebr seleksionim, n\u00eb t\u00eb cilin mund t\u00eb selektoni nyjat pa treguar gizmon e transformimit, e cila parandalon operacionet aksidentale t\u00eb l\u00ebvizjes, rrotullimit dhe shkall\u00ebzimit.      <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\"> \u00cbsht\u00eb p\u00ebrmir\u00ebsuar mjeti 3D p\u00ebr pikturimin dhe fshirjen n\u00eb GridMap, i cili \u00ebsht\u00eb transferuar n\u00eb algoritmin e Bresenhamit p\u00ebr interpola\u00e7ionin midis pikave, duke lejuar linja m\u00eb t\u00eb l\u00ebmuara dhe duke p\u00ebrshpejtuar krijimin e niveleve t\u00eb reja dhe hartave voxel duke reduktuar korrektimet 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 n\u00eb p\u00ebrputhje me drejtimin 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 thjesht\u00ebsuar procesi i qendruar 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\"> Procesi i fokusit \u00ebsht\u00eb ndar\u00eb p\u00ebr miun\/pad dhe tastier\u00ebn - klikimi me miun tani nuk ndryshon fokusin e inputit nga tastiera.\n<li class=\"l\"> Kur zgjidhet nyja MarginContainer n\u00eb redaktor, \u00ebsht\u00eb siguruar vizualizimi i margjinave n\u00eb zon\u00ebn e shikimit.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave 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 tabs \u00ebsht\u00eb p\u00ebrmir\u00ebsuar: kur l\u00ebvizni burimin n\u00eb modin Drag&amp;Drop tani mund t\u00eb vendosni kursorin mbi tabin e k\u00ebrkuar dhe t\u00eb kaloni automatikisht n\u00eb t\u00eb 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, tani mund t\u00eb klikoni n\u00eb emrin e skedarit n\u00eb mesazhin p\u00ebrkat\u00ebs t\u00eb gabimit ose paralajm\u00ebrimit p\u00ebr ta hapur at\u00eb n\u00eb redaktor.      <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 gjendjet me listat e objekteve ekzistuese n\u00eb momente t\u00eb caktuara kohore.      <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave 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 p\u00ebrmes shtrirjes ose ngjeshjes s\u00eb klipave n\u00eb koh\u00eb. N\u00eb interfazin e vendosjes s\u00eb kurbave Bezier jan\u00eb shtuar butona p\u00ebr shfaqjen, blokimin dhe fshirjen e grupeve t\u00eb nyjeve.          <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\"> Shtuar mb\u00ebshtetje p\u00ebr delta-kodimin e 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\"> Shtuar mund\u00ebsia p\u00ebr t\u00eb personalizuar ngjyr\u00ebn e indikator\u00ebve LED t\u00eb kontrolluesve t\u00eb loj\u00ebrave. N\u00eb t\u00eb ardhmen pritet mb\u00ebshtetje p\u00ebr sensor\u00ebt e l\u00ebvizjes, panelet ndijore, feedback-in taktil, treguesit adaptiv\u00eb dhe marrjen e informacionit mbi kontrolluesin.\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 direkt, \u00ebsht\u00eb arritur t\u00eb dyfishohet shpejt\u00ebsia e operacioneve t\u00eb importit t\u00eb teksturave t\u00eb kompresuara.\n<li class=\"l\"> Kur renditni, aktivizohet si parazgjedhje moda e p\u00ebrzierjes \"Screen\" dhe sigurohet aplikimi i efektit t\u00eb ndri\u00e7imit (Glow) para tonifikimit (tonemapping). \u00cbsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb konfiguruar parametrat e transformimit tonik AgX.\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 debugging-un e projekteve p\u00ebr realitetin e zgjeruar dhe at\u00eb virtual. Shtuar mb\u00ebshtetje p\u00ebr specifikimin OpenXR 1.1.        <center><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave 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\"> Shtuar mb\u00ebshtetje p\u00ebr nisjen e aplikacioneve t\u00eb eksportuara 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-s\u00eb.          <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 ndodhen projektet p\u00ebr Windows, p\u00ebr default aktivizohet Direct3D 12.    <\/ul>\n<p>S\u00eb fundi, mund t\u00eb theksojm\u00eb vazhdimin e p\u00ebrmir\u00ebsimit t\u00eb projektit Redot, i cili zhvillon nj\u00eb fork t\u00eb Godot, krijuar si p\u00ebrgjigje ndaj politik\u00ebs s\u00eb ashp\u00ebr t\u00eb moderimit n\u00eb kanalet zyrtare t\u00eb komunikimit dhe refuzimit t\u00eb gjykimeve q\u00eb mund t\u00eb \u00e7ojn\u00eb n\u00eb mendime t\u00eb ndryshme nga ato t\u00eb zhvilluesve t\u00eb Godot. Themeluesit e Redot kishin p\u00ebr q\u00ebllim t\u00eb ndihmonin n\u00eb nd\u00ebrtimin e nj\u00eb komuniteti p\u00ebrfshir\u00ebs, ku pranohen \u00e7do besim personal i zhvilluesve, dhe politizimi i procesit t\u00eb zhvillimit nuk \u00ebsht\u00eb i mir\u00ebpritur, me fokus t\u00eb vet\u00ebm n\u00eb krijimin e loj\u00ebrave. Disa dit\u00eb m\u00eb par\u00eb, u publikua kandidati p\u00ebr l\u00ebshimet Redot 26.1, n\u00eb t\u00eb cilin jan\u00eb p\u00ebrfshir\u00eb 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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