{"id":40691,"date":"2020-02-03T14:35:54","date_gmt":"2020-02-03T11:35:54","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-03T14:35:54","modified_gmt":"2020-02-03T11:35:54","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-2","title":{"rendered":"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Pas 10 muajsh zhvillimi <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">\u00ebsht\u00eb publikuar<\/a><\/noindex> l\u00ebshimi i nj\u00eb motorit t\u00eb lir\u00eb t\u00eb loj\u00ebrave <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\">Godot 3.2<\/a><\/noindex>, 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\u00ebrave, nj\u00eb ambient grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem implementimi t\u00eb loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacionin dhe simulimin e proceseve fizike, nj\u00eb debugar 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 t\u00eb tjera shoq\u00ebruese t\u00eb zhvillimit (motorin fizik, serverin e z\u00ebrit, backend p\u00ebr rendering 2D\/3D, etj.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">shp\u00ebrndahen<\/a><\/noindex>  n\u00eb p\u00ebrputhje me licenc\u00ebn MIT. <\/p>\n<p>Burimet e motorit u <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">t\u00eb hapura<\/a><\/noindex> n\u00eb vitin 2014 nga studioja <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, pas nj\u00eb dekade zhvillimi t\u00eb nj\u00eb produkti pron\u00ebsor t\u00eb nivelit profesional, i cili u p\u00ebrdor p\u00ebr krijimin dhe publikimin <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/portfolio\">e shum\u00eb loj\u00ebrave<\/a><\/noindex> p\u00ebr PC, konsola loj\u00ebrash dhe pajisje mobile. Motori mb\u00ebshtet t\u00eb gjitha platformat populare 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. Ndryshimet e gatshme p\u00ebr t'u ekzekutuar <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">jan\u00eb formuar<\/a><\/noindex> p\u00ebr Linux, Windows dhe macOS. <\/p>\n<p>N\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/commits\/vulkan\">n\u00eb nj\u00eb deg\u00eb t\u00eb ve\u00e7ant\u00eb<\/a><\/noindex> po zhvillohet <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/abandoning-gles3-vulkan-and-gles2\">backend i ri<\/a><\/noindex> renderimit mbi baz\u00ebn e API grafik Vulkan, i cili do t\u00eb ofrohet n\u00eb versionin e ardhsh\u00ebm t\u00eb Godot 4.0, n\u00eb vend t\u00eb backend-it t\u00eb propozuar tani p\u00ebr renderimin p\u00ebrmes OpenGL ES 3.0 dhe OpenGL 3.3 (mb\u00ebshtetje p\u00ebr OpenGL ES dhe OpenGL do t\u00eb ruhet p\u00ebrmes garantimit t\u00eb funksionimit t\u00eb backend-it t\u00eb vjet\u00ebr OpenGL ES 2.0\/OpenGL 2.1 mbi arkitektur\u00ebn e re t\u00eb renderimit q\u00eb bazohet n\u00eb Vulkan). Kalimi nga Godot 3.2 n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb rip\u00ebrt\u00ebritjen e aplikacioneve p\u00ebr shkak t\u00eb thyerjes s\u00eb pajtueshm\u00ebris\u00eb n\u00eb nivelin e API-s\u00eb, por p\u00ebr deg\u00ebn Godot 3.2 do t\u00eb sigurohet nj\u00eb cik\u00ebl mb\u00ebshtetjeje afatgjat\u00eb, koha e t\u00eb cilit do t\u00eb varet nga k\u00ebrkesa e p\u00ebrdoruesve p\u00ebr k\u00ebt\u00eb deg\u00eb. N\u00eb versionet nd\u00ebrmjet\u00ebse 3.2.x nuk p\u00ebrjashtohet gjithashtu portimi i noviteteve q\u00eb nuk ndikojn\u00eb n\u00eb stabilitetin nga dega 4.x, t\u00eb tilla si mb\u00ebshtetje <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/33603\">AOT-kompilimit<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/pull\/26221\">ARCore<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/dtls-report-1\">DTLS<\/a><\/noindex> dhe platforma <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/godotengine\/godot\/issues\/20268\">iOS p\u00ebr projektet n\u00eb C#<\/a><\/noindex>.<\/p>\n<p>Novitete kryesore n\u00eb Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr helmet virtuale Oculus Quest, e cila \u00ebsht\u00eb realizuar mbi baz\u00ebn e <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">shtes\u00eb<\/a><\/noindex> p\u00ebr platform\u00ebn Android. P\u00ebr zhvillimin e sistemeve t\u00eb realitetit t\u00eb shtuar p\u00ebr iOS \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr frameworkun <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. P\u00ebr Android po zhvillohet mb\u00ebshtetje p\u00ebr frameworkun <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>, por akoma nuk \u00ebsht\u00eb gati dhe do t\u00eb p\u00ebrfshihet n\u00eb nj\u00eb nga versionet nd\u00ebrmjet\u00ebse 3.3.x;\n<p><center><div class=\"youtube-placeholder\" data-id=\"N-UReOuxAP0\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/N-UReOuxAP0\/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><\/p>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-for-visual-shader-in-godot-3-2\">Ristrukturim<\/a><\/noindex> nd\u00ebrfaqja e redaktorit vizual t\u00eb shenjave. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/major-update-visual-shaders-godot-3-2-part-2\">Shtuar<\/a><\/noindex> knotet e reja p\u00ebr krijimin e shader\u00ebve m\u00eb t\u00eb avancuar. P\u00ebr shader\u00ebt q\u00eb realizohen me skriptet klasike, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr konstantet, masiv\u00ebt dhe modifikator\u00ebt \u00abvarying\u00bb. Shum\u00eb shader\u00eb, t\u00eb specifikuar p\u00ebr backend-in OpenGL ES 3.0, jan\u00eb portuar p\u00ebr OpenGL ES 2;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/pics_base\/0_1580463553.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/de1d1d50945d7a996f336118f4bab720.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Mb\u00ebshtetje p\u00ebr renderimin e materialeve fizikisht korrekt (PBR) \u00ebsht\u00eb sinkronizuar me kapacitetet e motor\u00ebve t\u00eb rinj t\u00eb renderimit PBR, t\u00eb till\u00eb si Blender Eevee dhe Substance Designer, p\u00ebr t\u00eb siguruar nj\u00eb pamje t\u00eb ngjashme t\u00eb sken\u00ebs n\u00eb Godot dhe paketat e p\u00ebrdorura p\u00ebr modelimin 3D;\n<li class=\"l\"> Optimizimi i ndryshimeve t\u00eb ndryshme t\u00eb renderingut \u00ebsht\u00eb realizuar p\u00ebr t\u00eb rritur performance-n dhe p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar cil\u00ebsin\u00eb e imazhit. Shum\u00eb nga funksionalitetet e GLES3 jan\u00eb transferuar n\u00eb backend-in GLES3, duke p\u00ebrfshir\u00eb mb\u00ebshtetje p\u00ebr metod\u00ebn e anti-aliasing MSAA (Multisample anti-aliasing) dhe efekte t\u00eb ndryshme t\u00eb post-procesimit (ndri\u00e7im, blur DOF dhe BCS);\n<li class=\"l\"> Shtuar mb\u00ebshtetje e plot\u00eb p\u00ebr importimin e skenave dhe modeleve 3D n\u00eb formatin glTF 2.0 (GL Transmission Format) dhe \u00ebsht\u00eb shtuar mb\u00ebshtetje fillestare p\u00ebr formatin FBX, i cili lejon importimin e skenave me animacione nga Blender, por deri tani nuk \u00ebsht\u00eb e pajtueshme me Maya dhe 3ds Max. Shtuar mb\u00ebshtetje p\u00ebr skelet\u00ebt gjat\u00eb importimit t\u00eb skenave p\u00ebrmes glTF 2.0 dhe FBX, duke lejuar p\u00ebrdorimin e nj\u00eb skeleti n\u00eb disa mesh-e.<br \/>\nPuna p\u00ebr p\u00ebrmir\u00ebsimin dhe stabilizimin e mb\u00ebshtetjes glTF 2.0 \u00ebsht\u00eb kryer n\u00eb bashk\u00ebpunim me komunitetin e zhvilluesve t\u00eb paket\u00ebs Blender, n\u00eb t\u00eb cilin mb\u00ebshtetje e p\u00ebrmir\u00ebsuar glTF 2.0 do t\u00eb ofrohet n\u00eb versionin 2.83;<\/p>\n<li class=\"l\"> Mund\u00ebsit\u00eb rrjet\u00ebrore t\u00eb motorit jan\u00eb zgjeruar me mb\u00ebshtetje p\u00ebr protokollet WebRTC dhe WebSocket, si dhe mund\u00ebsin\u00eb p\u00ebr t\u00eb p\u00ebrdorur UDP n\u00eb modalitetin multicast. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">API e re<\/a><\/noindex> p\u00ebr p\u00ebrdorimin e hash-eve kriptografike dhe pun\u00ebn me certifikatat. Shtuar nj\u00eb nd\u00ebrfaqe grafike p\u00ebr profilin e aktivitetit rrjet\u00ebsor. Ka filluar puna p\u00ebr krijimin e nj\u00eb porte Godot p\u00ebr<br \/>\nWebAssembly\/HTML5, q\u00eb do t\u00eb lejoj\u00eb ekzekutimin e redaktorit n\u00eb shfletues p\u00ebrmes Web; <\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5e3\/167\/117\/5e3167117c8c3991279770.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/8e800858cff288a4d2da8e7235ca154c.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Ristrukturim <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">plugins<\/a><\/noindex> p\u00ebr platform\u00ebn Android dhe sistemin e eksportit. Tani p\u00ebr formimin e paketave p\u00ebr Android ofrohen dy sisteme t\u00eb ve\u00e7anta eksporti: nj\u00eb me motorin e parashikuar dhe e dyta q\u00eb lejon formimin e nd\u00ebrtimit t\u00eb vet\u00eb mbi variante t\u00eb personalizuara t\u00eb motorit. Konfigurimi i nd\u00ebrtimeve t\u00eb personalizuara mund t\u00eb b\u00ebhet n\u00eb nivelin e plugin-it p\u00ebr Android, pa nevoj\u00ebn p\u00ebr ndonj\u00eb rregullim manual t\u00eb template-it t\u00eb burimit;\n<li class=\"l\"> N\u00eb redaktor \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr zgjedhjen e <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">\u00e7aktivizimit<\/a><\/noindex> mund\u00ebsive t\u00eb ve\u00e7anta, p\u00ebr shembull, \u00ebsht\u00eb e mundur t\u00eb hiqen butonat p\u00ebr thirrjen e redaktorit 3D, redaktorit t\u00eb skripteve, bibliotek\u00ebs s\u00eb burimeve, nodave, paneleve, pronave dhe elementeve t\u00eb tjera q\u00eb nuk jan\u00eb t\u00eb nevojshme p\u00ebr zhvilluesin (fshehja e t\u00eb tep\u00ebrave ndihmon t\u00eb thjeshtojm\u00eb duksh\u00ebm nd\u00ebrfaqen);\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5ca\/bcb\/9a1\/5cabcb9a1a4ab072608872.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/00f00de79050c6363d699880574cee28.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Shtuar mb\u00ebshtetje fillestare p\u00ebr integrimin me sistemet e menaxhimit t\u00eb kodit burimor dhe \u00ebsht\u00eb realizuar nj\u00eb plugin p\u00ebr mb\u00ebshtetje Git<br \/>\n n\u00eb redaktor;<\/p>\n<li class=\"l\"> Ofruar mund\u00ebsia p\u00ebr t'i rikthyer kamer\u00ebn p\u00ebr loj\u00ebn e nisur p\u00ebrmes dritares n\u00eb redaktor, q\u00eb ofron mund\u00ebsin\u00eb p\u00ebr t\u00eb vler\u00ebsuar modulet e ndryshme n\u00eb loj\u00eb (shikim t\u00eb lir\u00eb, inspektim t\u00eb nodave etj.);\n<p><center><video controls=\"\" style=\"width: 640px; height: 480px; max-width:100%\"><source src=\"https:\/\/v.redd.it\/p510zrmq92731\/DASH_480\" type=\"video\/mp4\"><\/video><\/center><\/p>\n<li class=\"l\"> Implementimi i serverit LSP (Language Server Protocol) p\u00ebr gjuh\u00ebn GDScript, i cili lejon d\u00ebrgimin e informacionit mbi semantik\u00ebn e GDScript dhe rregullat e plot\u00ebsimit automatik t\u00eb kodit n\u00eb redaktor\u00eb t\u00eb jasht\u00ebm, si plugin p\u00ebr VS Code dhe Atom;\n<li class=\"l\"> Jan\u00eb b\u00ebr\u00eb p\u00ebrmir\u00ebsime t\u00eb shumta n\u00eb redaktorin e integruar t\u00eb skripteve GDScript: \u00ebsht\u00eb shtuar mund\u00ebsia e vendosjes s\u00eb sh\u00ebnimeve n\u00eb pozita t\u00eb kodit, \u00ebsht\u00eb realizuar nj\u00eb panel minimap (p\u00ebr nj\u00eb pasqyr\u00eb t\u00eb shpejt\u00eb t\u00eb t\u00eb gjith\u00eb kodit), \u00ebsht\u00eb p\u00ebrmir\u00ebsuar plot\u00ebsimi automatik i hyrjes, <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/gsoc-2019-progress-report-3#visual-scripting\">zgjeruar.<\/a><\/noindex> mund\u00ebsit\u00eb e modit t\u00eb projektimit vizual t\u00eb skripteve;\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/user-images.githubusercontent.com\/6584330\/62838137-14a18700-bc70-11e9-87d7-7f9e31e8a63d.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/f8a92edb7e5e27d79d4d8e371facd799.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb mod p\u00ebr krijimin e loj\u00ebrave pseudo-3D, i cili lejon p\u00ebrdorimin e efektit t\u00eb thell\u00ebsis\u00eb n\u00eb loj\u00ebrat dy-dimensionale p\u00ebrmes p\u00ebrcaktimit t\u00eb disa shtresave q\u00eb formojn\u00eb nj\u00eb perspektiv\u00eb t\u00eb rreme;\n<p><center><div class=\"youtube-placeholder\" data-id=\"CWZvPZ5mGmY\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/CWZvPZ5mGmY\/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><\/p>\n<li class=\"l\"> N\u00eb redaktorin 2D <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/atlas-support-returns-godot-3-2\">u rikthye<\/a><\/noindex> mb\u00ebshtetje p\u00ebr atlaset e teksteve;<br \/>\n<center><noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/storage\/app\/uploads\/public\/5cb\/a1f\/fad\/5cba1ffad5e78163949453.png\"><img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb lojrave me burim t\u00eb hapur Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/45cb42b1e4668ebc36740ab1a0d9dd49.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> N\u00eb GUI \u00ebsht\u00eb modernizuar procesi i vendosjes s\u00eb ankorave dhe kufijve t\u00eb zonave;\n<li class=\"l\"> P\u00ebr t\u00eb dh\u00ebnat tekstuale, \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb monitoruar realisht ndryshimin e parametrave t\u00eb efekteve, \u00ebsht\u00eb garantuar mb\u00ebshtetje p\u00ebr etiketat BBCode dhe mund\u00ebsia p\u00ebr t\u00eb definuar efektet e veta;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">Shtuar<\/a><\/noindex> Gjenerator i kanaleve audio, i cili lejon krijimin e val\u00ebve zvoku n\u00eb baz\u00eb t\u00eb kornizave t\u00eb ve\u00e7anta dhe analiz\u00ebs spektrale;\n<li class=\"l\"> Me an\u00eb t\u00eb bibliotek\u00ebs <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  \u00ebsht\u00eb realizuar mund\u00ebsia e \u00e7\u2019ndarjes s\u00eb meshave t\u00eb ngulitura n\u00eb pjes\u00eb t\u00eb sakta dhe t\u00eb thjeshtuara t\u00eb konveksit. Kjo mund\u00ebsi ndihmon shum\u00eb n\u00eb krijimin e formave t\u00eb p\u00ebrplasjes p\u00ebr meshat 3D ekzistues;\n<p><center><br \/>\n<div class=\"youtube-placeholder\" data-id=\"jVmG7nVxvoA\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/jVmG7nVxvoA\/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><\/p>\n<li class=\"l\"> \u00cbsht\u00eb realizuar mund\u00ebsia e zhvillimit t\u00eb logjik\u00ebs s\u00eb loj\u00ebrave n\u00eb gjuh\u00ebn C# me p\u00ebrdorimin e Mono p\u00ebr platformat Android dhe WebAssembly (m\u00eb par\u00eb, C# mb\u00ebshtetej p\u00ebr Linux, Windows dhe macOS). Duke u bazuar n\u00eb Mono 6.6, \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr C# 8.0. Po ashtu, \u00ebsht\u00eb realizuar mb\u00ebshtetje fillestare p\u00ebr kompilimin n\u00eb koh\u00eb t\u00eb avancuar (AOT, ahead-of-time) p\u00ebr C# q\u00eb \u00ebsht\u00eb shtuar n\u00eb kodin burimor, por aktualisht nuk \u00ebsht\u00eb aktivizuar (p\u00ebr WebAssembly aktualisht p\u00ebrdoret interpreti). P\u00ebr redaktimin e kodit C# \u00ebsht\u00eb realizuar mund\u00ebsia p\u00ebr t'u lidhur me redaktor\u00eb t\u00eb jasht\u00ebm, si MonoDevelop, Visual Studio for Mac dhe Jetbrains Rider;\n<li class=\"l\"> Jan\u00eb zgjeruar dhe p\u00ebrmir\u00ebsuar duksh\u00ebm <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">dokumentacija<\/a><\/noindex>. Nj\u00eb p\u00ebrkthim i pjessh\u00ebm <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/\">i dokumentacionit<\/a><\/noindex> n\u00eb gjuh\u00ebn ruse (<noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/ru\/latest\/getting_started\/step_by_step\/index.html\">shkarkuar<\/a><\/noindex> udh\u00ebzuesi fillestar p\u00ebr fillimin e pun\u00ebs).\n<\/ul>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Burimi: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52285\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 10 \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 \u0432\u044b\u043f\u0443\u0441\u043a \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 3.2, \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 \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":40692,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-40691","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 10 \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 \u0432\u044b\u043f\u0443\u0441\u043a \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" 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