{"id":41273,"date":"2020-02-07T09:28:02","date_gmt":"2020-02-07T06:28:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/reliz-igrovogo-dvizhka-godot-3-2"},"modified":"2020-02-07T09:28:02","modified_gmt":"2020-02-07T06:28:02","slug":"reliz-igrovogo-dvizhka-godot-3-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/reliz-igrovogo-dvizhka-godot-3-2","title":{"rendered":"L\u00ebshimi i motorit t\u00eb loj\u00ebrave Godot 3.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><a rel=\"nofollow\" href=\"https:\/\/www.linux.org.ru\/images\/18943\/original.gif\" itemprop=\"contentURL\"><br \/>\n      <img decoding=\"async\" alt=\"L\u00ebshimi i motorit t\u00eb loj\u00ebrave Godot 3.2\" src=\"\/wp-content\/uploads\/2020\/02\/0527792d4845dbd742905c64b6cd3ee2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>    <\/a><\/p>\n<p><noindex>      <noindex><\/p>\n<p>ME K\u00cbRKES\u00cb T\u00cb PUN\u00cbTOR\u00cbVE! E marr\u00eb nga opennet.<\/p>\n<p>Pas 10 muajsh zhvillimi, \u00ebsht\u00eb publikuar versioni i motorit t\u00eb loj\u00ebrave t\u00eb lir\u00eb <a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Godot 3.2<\/a>, 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 programimin e logjik\u00ebs s\u00eb loj\u00ebrave, nj\u00eb mjedis grafike p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem deployimi t\u00eb loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera p\u00ebr animacion dhe simulimin e proceseve fizike, nj\u00eb debugguer t\u00eb integruar dhe nj\u00eb sistem p\u00ebr identifikimin e ngushticave n\u00eb performanc\u00eb. Kodi i motorit t\u00eb loj\u00ebrave, mjedisi i projektimit t\u00eb loj\u00ebrave dhe mjetet e zhvillimit p\u00ebrkat\u00ebse (motori fizik, serveri i z\u00ebrit, backend-e p\u00ebr renderimin 2D\/3D, etj.) shp\u00ebrndahen n\u00ebn licenc\u00ebn MIT.<\/p>\n<p><\/noindex><\/p>\n<p>Kodet burimore t\u00eb motorit u hap\u00ebn n\u00eb vitin 2014 nga studioja OKAM, pas dhjet\u00eb vjet\u00ebsh zhvillimi t\u00eb nj\u00eb produkti pronar t\u00eb nivelit profesional, i cili u p\u00ebrdor p\u00ebr t\u00eb krijuar dhe publikuar shum\u00eb loj\u00ebra p\u00ebr PC, konsola loj\u00ebrash dhe pajisje mobile. Motori mb\u00ebshtet t\u00eb gjitha platformat 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. Paketat binar\u00eb t\u00eb gatshme p\u00ebr tu nisur jan\u00eb formuar p\u00ebr Linux, Windows dhe macOS.<\/p>\n<p>N\u00eb nj\u00eb deg\u00eb t\u00eb ve\u00e7ant\u00eb po zhvillohet nj\u00eb backend i ri i renderimit mbi baz\u00ebn e API-t grafik Vulkan, i cili do t\u00eb ofrohet n\u00eb l\u00ebshimin e ardhsh\u00ebm Godot 4.0, n\u00eb vend t\u00eb backend-eve t\u00eb tanishme 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 p\u00ebrmes mb\u00ebshtetjes s\u00eb backend-it t\u00eb vjet\u00ebr OpenGL ES 2.0\/OpenGL 2.1 mbi arkitektur\u00ebn e re t\u00eb renderimit bazuar n\u00eb Vulkan). Kalimi nga Godot 3.2 n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb riprogramimin e aplikacioneve p\u00ebr shkak t\u00eb prishjes s\u00eb kompatibilitetit n\u00eb nivelin API, por p\u00ebr deg\u00ebn Godot 3.2 do t\u00eb sigurohet nj\u00eb cik\u00ebl i gjat\u00eb mb\u00ebshtetje, periudha e t\u00eb cilit do t\u00eb varet nga k\u00ebrkesa e p\u00ebrdoruesve p\u00ebr k\u00ebt\u00eb deg\u00eb. N\u00eb ve\u00e7anti, nuk p\u00ebrjashtohet portimi i novator\u00ebve q\u00eb nuk ndikojn\u00eb n\u00eb stabilitetin e l\u00ebshimeve nd\u00ebrmjet 3.2.x nga dega 4.x, si mb\u00ebshtetje p\u00ebr AOT-kompiluese, ARCore, DTLS dhe platform\u00ebn iOS p\u00ebr projektet n\u00eb C#.<\/p>\n<p>Novitetet kryesore t\u00eb Godot 3.2:<\/p>\n<ul>\n<li> Shtohet mb\u00ebshtetje p\u00ebr helmetat e realitetit virtual Oculus Quest, e cila \u00ebsht\u00eb realizuar mbi baz\u00ebn e nj\u00eb plugin 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 framework-un ARKit. P\u00ebr Android po zhvillohet mb\u00ebshtetje p\u00ebr framework-un ARCore, por akoma nuk \u00ebsht\u00eb gati dhe do t\u00eb p\u00ebrfshihet n\u00eb nj\u00eb nga versionet nd\u00ebrmjet 3.3.x;<\/noindex>\n<\/li>\n<li> \u041f\u0435\u0440\u0435\u0440\u0430\u0431\u043e\u0442\u0430\u043d \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0432\u0438\u0437\u0443\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u0440\u0435\u0434\u0430\u043a\u0442\u043e\u0440\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432. \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u043d\u043e\u0432\u044b\u0435 \u0443\u0437\u043b\u044b \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f \u0431\u043e\u043b\u0435\u0435 \u043f\u0440\u043e\u0434\u0432\u0438\u043d\u0443\u0442\u044b\u0445 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432. \u0414\u043b\u044f \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u0435\u043c\u044b\u0445 \u043a\u043b\u0430\u0441\u0441\u0438\u0447\u0435\u0441\u043a\u0438\u043c\u0438 \u0441\u043a\u0440\u0438\u043f\u0442\u0430\u043c\u0438, \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u043a\u043e\u043d\u0441\u0442\u0430\u043d\u0442, \u043c\u0430\u0441\u0441\u0438\u0432\u043e\u0432 \u0438 \u043c\u043e\u0434\u0438\u0444\u0438\u043a\u0430\u0442\u043e\u0440\u043e\u0432 &#171;varying&#187;. \u041c\u043d\u043e\u0433\u0438\u0435 \u0448\u0435\u0439\u0434\u0435\u0440\u044b, \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u0447\u043d\u044b\u0435 \u0434\u043b\u044f \u0431\u044d\u043a\u0435\u043d\u0434\u0430 OpenGL ES 3.0, \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u044b \u0434\u043b\u044f OpenGL ES 2;\n<\/li>\n<li> Mb\u00ebshtetje p\u00ebr renderimin fizikisht t\u00eb sakt\u00eb t\u00eb materiale (PBR) \u00ebsht\u00eb sinkronizuar me kapacitetet e engine-ve t\u00eb reja PBR, 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>\n<li> 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>\n<li> Shtoj\u00eb mb\u00ebshtetje t\u00eb 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 p\u00ebr momentin \u00ebsht\u00eb e pap\u00ebrshtatshme me Maya dhe 3ds Max. Jan\u00eb shtuar mb\u00ebshtetje p\u00ebr skenat e skeleteve gjat\u00eb importit t\u00eb skenave p\u00ebrmes glTF 2.0 dhe FBX, duke lejuar p\u00ebrdorimin e nj\u00eb skeleti n\u00eb shum\u00eb mesh. Puna p\u00ebr p\u00ebrmir\u00ebsimin dhe stabilizimin e mb\u00ebshtetjes p\u00ebr glTF 2.0 \u00ebsht\u00eb realizuar n\u00eb bashk\u00ebpunim me komunitetin e zhvilluesve t\u00eb paket\u00ebs Blender, n\u00eb t\u00eb cilin mb\u00ebshtetje e p\u00ebrmir\u00ebsuar p\u00ebr glTF 2.0 do t\u00eb ofrohet n\u00eb versionin 2.83;\n<\/li>\n<li> Mund\u00ebsit\u00eb rrjetore t\u00eb engine-it jan\u00eb zgjeruar me mb\u00ebshtetje p\u00ebr protokollet WebRTC dhe WebSocket, si dhe me mund\u00ebsin\u00eb p\u00ebr t\u00eb p\u00ebrdorur UDP n\u00eb modalitetin multicast. \u00cbsht\u00eb shtuar API p\u00ebr p\u00ebrdorimin e hash-eve kriptografike dhe p\u00ebr pun\u00ebn me certifikatat. \u00cbsht\u00eb shtuar nj\u00eb nd\u00ebrfaqe grafike p\u00ebr profilimin e aktivitetit rrjetor. Ka filluar puna p\u00ebr krijimin e nj\u00eb porte t\u00eb Godot p\u00ebr WebAssembly\/HTML5, e cila do t\u00eb lejoj\u00eb ekzekutimin e redaktorit n\u00eb shfletues p\u00ebrmes Web;\n<\/li>\n<li> Plugin-i p\u00ebr platform\u00ebn Android dhe sistemi i eksportit jan\u00eb rishikuar. Tani p\u00ebr formimin e paketave p\u00ebr Android ofrohen dy sisteme t\u00eb ve\u00e7anta eksporti: nj\u00eb me nj\u00eb motor t\u00eb para-nd\u00ebrtuar dhe tjetri q\u00eb lejon krijimin e nd\u00ebrtimeve t\u00eb veta bazuar n\u00eb mund\u00ebsi t\u00eb personalizuara t\u00eb motorit. Cil\u00ebsimi i nd\u00ebrtimeve t\u00eb veta mund t\u00eb b\u00ebhet n\u00eb nivelin e plugin-it p\u00ebr Android, pa nevoj\u00ebn p\u00ebr t\u00eb redaktuar manualisht modelin origjinal;\n<\/li>\n<li> Editor-i ka p\u00ebrfshir\u00eb mb\u00ebshtetje p\u00ebr \u00e7aktivizimin selektiv t\u00eb ve\u00e7orive t\u00eb ve\u00e7anta; p\u00ebr shembull, \u00ebsht\u00eb e mundur t\u00eb hiqen butonat p\u00ebr t\u00eb thirrur editor-in 3D, editor-in e skriptave, bibliotek\u00ebn e burimeve, nyjat, panelet, pron\u00ebsit\u00eb dhe elemente t\u00eb tjera q\u00eb nuk k\u00ebrkohen nga zhvilluesi (fshehja e t\u00eb tep\u00ebrve lejon t\u00eb thjesht\u00ebsohet duksh\u00ebm nd\u00ebrfaqja);\n<\/li>\n<li> Mb\u00ebshtetje fillestare \u00ebsht\u00eb shtuar p\u00ebr integrimin me sistemet e menaxhimit t\u00eb kodit burimor dhe \u00ebsht\u00eb realizuar nj\u00eb plugin p\u00ebr mb\u00ebshtetje Git n\u00eb editor;\n<\/li>\n<li> Ofrohet mund\u00ebsia p\u00ebr t\u00eb mbishtu kamer\u00ebn p\u00ebr nj\u00eb loj\u00eb t\u00eb nisur p\u00ebrmes dritares n\u00eb editor, q\u00eb lejon vler\u00ebsimin e modesh t\u00eb ndryshme n\u00eb loj\u00eb (shikimi i lir\u00eb, inspektimi i nyjave, etj.);\n<\/li>\n<li> \u00cbsht\u00eb propozuar nj\u00eb implementim i serverit LSP (Language Server Protocol) p\u00ebr gjuh\u00ebn GDScript, q\u00eb lejon transmetimin e informacionit mbi semantik\u00ebn GDScript dhe rregullat e autokompletimit t\u00eb kodit n\u00eb editor\u00eb t\u00eb jasht\u00ebm, si plugin-i VS Code dhe Atom;\n<\/li>\n<li> Jan\u00eb b\u00ebr\u00eb shum\u00eb p\u00ebrmir\u00ebsime n\u00eb editor-in e brendsh\u00ebm t\u00eb skriptave GDScript: \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb vendosur sh\u00ebnime n\u00eb pozita n\u00eb kod, \u00ebsht\u00eb realizuar nj\u00eb panel minimap (p\u00ebr nj\u00eb p\u00ebrmbledhje t\u00eb shpejt\u00eb t\u00eb gjith\u00eb kodit), \u00ebsht\u00eb p\u00ebrmir\u00ebsuar autokompletimi i hyrjes, jan\u00eb zgjeruar mund\u00ebsit\u00eb e modit t\u00eb dizajnit vizual t\u00eb skriptave;\n<\/li>\n<li> \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<\/li>\n<li> N\u00eb editor-in 2D \u00ebsht\u00eb rikthyer mb\u00ebshtetja p\u00ebr atlast e teksteve;\n<\/li>\n<li> N\u00eb GUI \u00ebsht\u00eb modernizuar procesi i vendosjes s\u00eb ankorave dhe kufijve t\u00eb zonave;\n<\/li>\n<li> P\u00ebr t\u00eb dh\u00ebnat tekstuale \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb v\u00ebzhguar n\u00eb koh\u00eb reale ndryshimin e parametrave t\u00eb efekteve, \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr etiketat BBCode dhe mund\u00ebsia p\u00ebr t\u00eb p\u00ebrcaktuar efekte t\u00eb veta;\n<\/li>\n<li> \u00cbsht\u00eb shtuar nj\u00eb gjenerator i fondeve zvog\u00ebluese, q\u00eb lejon krijimin e val\u00ebve zvog\u00ebluese n\u00eb baz\u00eb t\u00eb kornizave t\u00eb ve\u00e7anta dhe analizatorit spektral;\n<\/li>\n<li> Me ndihm\u00ebn e bibliotek\u00ebs V-HACD \u00ebsht\u00eb realizuar mund\u00ebsia e ndarjes s\u00eb rrjetave t\u00eb thella n\u00eb pjes\u00eb t\u00eb sakta dhe t\u00eb thjeshta konveks. Kjo mund\u00ebsi e leht\u00ebson ndjesh\u00ebm krijimin e formave t\u00eb p\u00ebrplasjeve p\u00ebr rrjetat ekzistuese 3D;\n<\/li>\n<li> \u00cbsht\u00eb realizuar mund\u00ebsia e zhvillimit t\u00eb logjik\u00ebs s\u00eb loj\u00ebs n\u00eb gjuh\u00ebn C# duke p\u00ebrdorur Mono p\u00ebr platformat Android dhe WebAssembly (m\u00eb par\u00eb C# mb\u00ebshtetej p\u00ebr Linux, Windows dhe macOS). Mb\u00ebshtetje p\u00ebr C# 8.0 \u00ebsht\u00eb realizuar mbi baz\u00ebn e Mono 6.6. P\u00ebr C# \u00ebsht\u00eb realizuar gjithashtu mb\u00ebshtetje fillestare p\u00ebr kompilimin e avancuar (AOT, ahead-of-time), q\u00eb \u00ebsht\u00eb shtuar n\u00eb baz\u00ebn e kodit, por ende nuk \u00ebsht\u00eb aktivizuar (p\u00ebr WebAssembly p\u00ebrdoret ende interpretuesi). P\u00ebr redaktimin e kodit C# \u00ebsht\u00eb realizuar mund\u00ebsia e lidhjes s\u00eb redaktor\u00ebve t\u00eb jasht\u00ebm, si MonoDevelop, Visual Studio for Mac dhe Jetbrains Rider;\n<\/li>\n<li> Dokumentimi \u00ebsht\u00eb zgjeruar dhe p\u00ebrmir\u00ebsuar ndjesh\u00ebm. \u00cbsht\u00eb publikuar nj\u00eb p\u00ebrkthim i pjessh\u00ebm i dokumentacionit n\u00eb rusisht (\u00ebsht\u00eb p\u00ebrkthyer udh\u00ebzuesi hyr\u00ebs p\u00ebr fillimin e pun\u00ebs).\n<\/li>\n<\/ul>\n<p><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Lajmi n\u00eb faqen e Godot<\/a><\/p>\n<p><\/noindex><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/download\/linux\">Shkarko versionin m\u00eb t\u00eb fundit<\/a><\/p>\n<p><\/noindex><\/p>\n<p>Burimi: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.linux.org.ru\/news\/opensource\/15512825\">linux.org.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u041e \u041f\u0420\u041e\u0421\u042c\u0411\u0410\u041c \u0422\u0420\u0423\u0414\u042f\u0429\u0418\u0425\u0421\u042f! \u0412\u0437\u044f\u0442\u043e \u0441 \u043e\u043f\u0435\u043d\u043d\u0435\u0442\u0430. \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 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