{"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 muaj zhvillimi <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">u publikua<\/a><\/noindex> u lansua nj\u00eb motor i hapur p\u00ebr loj\u00ebra <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 leht\u00eb p\u00ebr t'u m\u00ebsuar p\u00ebr caktimin e logjik\u00ebs s\u00eb loj\u00ebs, nj\u00eb mjedis grafik p\u00ebr dizajnimin e loj\u00ebrave, nj\u00eb sistem p\u00ebrkat\u00ebs p\u00ebr shp\u00ebrndarjen e loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacionin 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, mjedisi i dizajnimit t\u00eb loj\u00ebrave dhe mjetet e zhvillimit p\u00ebrkat\u00ebse (motori fizik, serveri audio, backend-et p\u00ebr renderimin 2D\/3D etj.) <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/okamstudio\/godot\/\">distribuohen<\/a><\/noindex>  n\u00ebn licenc\u00ebn MIT. <\/p>\n<p>Kodet burimore t\u00eb motorit u krijuan <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=39053\">jan\u00eb t\u00eb hapura<\/a><\/noindex> n\u00eb vitin 2014 nga studioja <noindex><a rel=\"nofollow\" href=\"http:\/\/okamgames.com\/\">OKAM<\/a><\/noindex>, pas dhjet\u00eb vjet\u00ebsh zhvillimi t\u00eb nj\u00eb produkti praktik 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, konsolat e loj\u00ebrave dhe pajisjet mobile. Motori mb\u00ebshtet t\u00eb gjitha platformat e njohura desktop dhe mobile (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), si dhe zhvillimin e loj\u00ebrave p\u00ebr Web. Assemblimet binar\u00eb t\u00eb gatshme p\u00ebr t'u nisur <noindex><a rel=\"nofollow\" href=\"http:\/\/www.godotengine.org\/\">formohen<\/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\">pra backend-i i ri<\/a><\/noindex> renderimit n\u00eb baz\u00eb t\u00eb API grafik Vulkan, i cili do t\u00eb ofrohet n\u00eb l\u00ebshimin e ardhsh\u00ebm t\u00eb Godot 4.0, n\u00eb vend t\u00eb backend-\u00ebve aktual\u00eb t\u00eb renderimit p\u00ebrmes OpenGL ES 3.0 dhe OpenGL 3.3 (mb\u00ebshtetje p\u00ebr OpenGL ES dhe OpenGL do t\u00eb ruhet duke siguruar funksionimin e backend-it t\u00eb vjet\u00ebr OpenGL ES 2.0\/OpenGL 2.1 mbi arkitektur\u00ebn e re t\u00eb renderimit n\u00eb baz\u00eb t\u00eb Vulkan). Kalimi nga Godot 3.2 n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb rishikimin e aplikacioneve p\u00ebr shkak t\u00eb thyerjes s\u00eb pajtueshm\u00ebris\u00eb n\u00eb nivelin e API, por p\u00ebr deg\u00ebn Godot 3.2 do t\u00eb sigurohet nj\u00eb cik\u00ebl i gjat\u00eb mb\u00ebshtetjeje, periudha e t\u00eb cilit do t\u00eb varet nga k\u00ebrkesa e p\u00ebrdoruesve p\u00ebr k\u00ebt\u00eb deg\u00eb. N\u00eb l\u00ebshimet nd\u00ebrmjet\u00ebse 3.2.x nuk p\u00ebrjashtohet portimi i novacioneve 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-kompilimi<\/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 projekte n\u00eb C#<\/a><\/noindex>.<\/p>\n<p>Novitetet kryesore t\u00eb Godot 3.2:<\/p>\n<ul>\n<li class=\"l\"> Mb\u00ebshtetje e shtuar p\u00ebr helmetat e realitetit virtual Oculus Quest, implementuar n\u00eb baz\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GodotVR\/godot_oculus_mobile\">plugin<\/a><\/noindex> p\u00ebr platform\u00ebn Android. P\u00ebr zhvillimin e sistemeve t\u00eb realitetit t\u00eb shtuar p\u00ebr iOS, mb\u00ebshtetje e shtuar p\u00ebr korniz\u00ebn <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.apple.com\/documentation\/arkit\">ARKit<\/a><\/noindex>. P\u00ebr Android po zhvillohet mb\u00ebshtetje p\u00ebr korniz\u00ebn <noindex><a rel=\"nofollow\" href=\"https:\/\/developers.google.com\/ar\">ARCore<\/a><\/noindex>, por ajo ende nuk \u00ebsht\u00eb gati dhe do t\u00eb p\u00ebrfshihet n\u00eb nj\u00eb nga l\u00ebshimet 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\">Rishikuar<\/a><\/noindex> interfesa 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> ny t\u00eb reja p\u00ebr krijimin e shader\u00ebve m\u00eb t\u00eb avancuar. P\u00ebr shader\u00ebt e implementuar me skripte klasike, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr konstant\u00ebt, array-t dhe modifikator\u00ebt \u00abvarying\u00bb. Shum\u00eb shader\u00eb specifik\u00eb 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 fizikisht t\u00eb sakt\u00eb t\u00eb materialeve (PBR) \u00ebsht\u00eb sinkronizuar me mund\u00ebsit\u00eb e motor\u00ebve t\u00eb rinj t\u00eb renderimit PBR, si\u00e7 jan\u00eb Blender Eevee dhe Substance Designer, p\u00ebr t\u00eb siguruar nj\u00eb p\u00ebrshkrim t\u00eb ngjash\u00ebm t\u00eb sken\u00ebs n\u00eb Godot dhe paketat e p\u00ebrdorura t\u00eb modelimit 3D;\n<li class=\"l\"> Jan\u00eb optimizuar disa parametra t\u00eb renderimit p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar performanc\u00ebn dhe p\u00ebr t\u00eb shtuar cil\u00ebsin\u00eb e imazhit. N\u00eb backend-in GLES3 jan\u00eb transferuar shum\u00eb mund\u00ebsi nga GLES2, duke p\u00ebrfshir\u00eb mb\u00ebshtetje p\u00ebr metod\u00ebn e anti-aliasing MSAA (Multisample anti-aliasing) dhe efeket e ndryshme t\u00eb post-procesimit (ndri\u00e7imi, borr\u00eb 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, q\u00eb lejon importimin e skenave me animacion nga Blender, por \u00ebsht\u00eb ende e papajtueshme me Maya dhe 3ds Max. Shtuar mb\u00ebshtetje p\u00ebr skel\u00ebra n\u00eb importimin e skenave p\u00ebrmes glTF 2.0 dhe FBX, duke lejuar p\u00ebrdorimin e nj\u00eb skeleti n\u00eb disa mesh;<br \/>\nPuna p\u00ebr p\u00ebrmir\u00ebsimin dhe stabilizimin e mb\u00ebshtetjes p\u00ebr glTF 2.0 \u00ebsht\u00eb kryer n\u00eb bashk\u00ebpunim me komunitetin e zhvilluesve t\u00eb paket\u00ebs Blender, ku mb\u00ebshtetje e p\u00ebrmir\u00ebsuar p\u00ebr glTF 2.0 do t\u00eb ofrohet n\u00eb l\u00ebshimin 2.83;<\/p>\n<li class=\"l\"> Mund\u00ebsit\u00eb rrjet\u00ebrore t\u00eb motorit jan\u00eb zgjeruar me mb\u00ebshtetje p\u00ebr protokollin WebRTC dhe WebSocket, si dhe mund\u00ebsin\u00eb p\u00ebr t\u00eb p\u00ebrdorur UDP n\u00eb modin multicast. <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/basic-cryptography-ssl-improvements\">Shtuar API<\/a><\/noindex> p\u00ebr p\u00ebrdorimin e hash-ave kriptografik\u00eb dhe pun\u00ebn me certifikata. Shtuar nj\u00eb nd\u00ebrfaqe grafike p\u00ebr profilizimin e aktiviteteve rrjet\u00ebrore. Ka filluar puna p\u00ebr krijimin e nj\u00eb porte t\u00eb Godot p\u00ebr<br \/>\nWebAssembly\/HTML5, e cila do t\u00eb lejoj\u00eb ekzekutimin e editorit n\u00eb shfletuesin 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\"> Rishikuar <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/plugins\/android\/android_plugin.html\">plugin<\/a><\/noindex> p\u00ebr platform\u00ebn Android dhe sistemin e eksportit. Tani p\u00ebr formimin e pacakjeve p\u00ebr Android ofrohet dy sisteme t\u00eb ve\u00e7anta eksporti: nj\u00eb me motorin e nd\u00ebrtuar paraprakisht, dhe tjetra q\u00eb lejon krijimin e nd\u00ebrtimeve t\u00eb personalizuara bazuar n\u00eb 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 modifikim manual t\u00eb shablonit burimor;\n<li class=\"l\"> N\u00eb editor \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr selektiv <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-allow-disabling-editor-features\">\u00e7aktivizimi<\/a><\/noindex> funksionalitete t\u00eb ve\u00e7anta, p\u00ebr shembull, mund t\u00eb hiqen butonat p\u00ebr thirrjen e editorit 3D, editorit t\u00eb skenar\u00ebve, bibliotek\u00ebs s\u00eb burimeve, nyjave, paneleve, ve\u00e7orive dhe elementeve t\u00eb tjera q\u00eb nuk jan\u00eb t\u00eb nevojshme p\u00ebr zhvilluesin (fshehja e elementeve t\u00eb tep\u00ebrta lejon p\u00ebrmir\u00ebsimin e ndjesh\u00ebm t\u00eb nd\u00ebrfaqes);\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 realizuar nj\u00eb plugin p\u00ebr mb\u00ebshtetje Git<br \/>\n n\u00eb editor;<\/p>\n<li class=\"l\"> P\u00ebrfituar mund\u00ebsin\u00eb e rip\u00ebrcaktimit t\u00eb kamer\u00ebs p\u00ebr loj\u00ebn e nisur p\u00ebrmes dritares n\u00eb editor, q\u00eb ofron mund\u00ebsin\u00eb e vler\u00ebsimit t\u00eb m\u00ebnyrave t\u00eb ndryshme n\u00eb loj\u00eb (shikim t\u00eb lir\u00eb, inspektimi i nyjave, 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 propozuar i serverit LSP (Language Server Protocol) p\u00ebr gjuh\u00ebn GDScript, i cili lejon transmetimin e informacionit n\u00eb lidhje me semantik\u00ebn e GDScript dhe rregullat e plot\u00ebsimit t\u00eb kodit n\u00eb redaktor\u00ebt e jasht\u00ebm, si plugin-i 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 skenar\u00ebve GDScript: \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb vendosur shenj\u00eb n\u00eb pozitat n\u00eb kod, \u00ebsht\u00eb realizuar paneli minimap (p\u00ebr nj\u00eb pamje t\u00eb shpejt\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\">jan\u00eb zgjeruar<\/a><\/noindex> mund\u00ebsit\u00eb e modit vizual t\u00eb projektimit t\u00eb skenar\u00ebve;\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 i shtuar nj\u00eb mod i krijimit t\u00eb loj\u00ebrave pseudo-3D, q\u00eb lejon p\u00ebrdorimin e efektit t\u00eb thell\u00ebsis\u00eb n\u00eb loj\u00ebra dy-dimensionale p\u00ebrmes p\u00ebrcaktimit t\u00eb disa niveleve q\u00eb formojn\u00eb nj\u00eb perspektiv\u00eb fiktive;\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\">rikthyer<\/a><\/noindex> mb\u00ebshtetje p\u00ebr atlast 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 par\u00eb n\u00eb koh\u00eb reale ndryshimet n\u00eb parametrat e efekteteve, \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr etiketat BBCode dhe mund\u00ebsia p\u00ebr t\u00eb p\u00ebrcaktuar efektet tuaja;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/godot-32-will-get-new-audio-features\">Shtuar<\/a><\/noindex> gjenaratori i rrjedhave audio, i cili lejon krijimin e val\u00ebve zvog\u00ebluese bazuar n\u00eb kadrin e ve\u00e7ant\u00eb dhe analizatorin spektoral;\n<li class=\"l\"> Me ndihm\u00ebn e bibliotek\u00ebs <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kmammou\/v-hacd\">V-HACD<\/a><\/noindex>  \u00ebsht\u00eb realizuar mund\u00ebsia e ndarjes s\u00eb formave t\u00eb brendshme n\u00eb pjes\u00eb t\u00eb sakta dhe t\u00eb thjeshta konvexitete. Kjo mund\u00ebsi e b\u00ebn t\u00eb thjesht\u00eb gjenerimin e formave t\u00eb p\u00ebrplasjes p\u00ebr modelet 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 p\u00ebr zhvillimin e logjik\u00ebs s\u00eb loj\u00ebrave n\u00eb gjuh\u00ebn C# duke p\u00ebrdorur Mono p\u00ebr platformat Android dhe WebAssembly (m\u00eb par\u00eb C# ishte mb\u00ebshtetur p\u00ebr Linux, Windows dhe macOS). N\u00eb baz\u00eb t\u00eb Mono 6.6 \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr C# 8.0. P\u00ebr C# gjithashtu \u00ebsht\u00eb realizuar mb\u00ebshtetje fillestare p\u00ebr kompilimin e parakohsh\u00ebm (AOT, ahead-of-time), e cila \u00ebsht\u00eb shtuar n\u00eb baz\u00ebn e kodit, por ende nuk \u00ebsht\u00eb aktivizuar (p\u00ebr WebAssembly aktualisht p\u00ebrdoret interpretuesi). P\u00ebr redaktimin e kodit C# \u00ebsht\u00eb realizuar mund\u00ebsia p\u00ebr lidhjen e redaktor\u00ebve t\u00eb jasht\u00ebm, si MonoDevelop, Visual Studio for Mac dhe Jetbrains Rider;\n<li class=\"l\"> Ka pasur nj\u00eb zgjerim dhe p\u00ebrmir\u00ebsim t\u00eb duksh\u00ebm <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.godotengine.org\/en\/stable\/\">dokumentacioni<\/a><\/noindex>. \u00cbsht\u00eb publikuar nj\u00eb p\u00ebrkthim pjesor <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\">transferuar<\/a><\/noindex> udh\u00ebzimi hyr\u00ebs 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 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 10 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 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