{"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>P\u00cbR K\u00cbRKESAT E PUN\u00cbTOR\u00cbVE! E marr\u00eb nga opennet.<\/p>\n<p>Pas 10 muajve zhvillim u publikua 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 leht\u00eb p\u00ebr tu m\u00ebsuar p\u00ebr escrever logjik\u00ebn e loj\u00ebs, nj\u00eb ambient grafik p\u00ebr projektimin e loj\u00ebrave, nj\u00eb sistem p\u00ebr shp\u00ebrndarjen e loj\u00ebrave me nj\u00eb klik, mund\u00ebsi t\u00eb gjera animacioni dhe simullimi t\u00eb 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 t\u00eb zhvillimit p\u00ebrkat\u00ebse (motori fizik, serveri i z\u00ebrit, backend-et p\u00ebr rendering 2D\/3D etj.) shp\u00ebrndahet n\u00ebn licenc\u00ebn MIT.<\/p>\n<p><\/noindex><\/p>\n<p>Tekstet origjinale t\u00eb motorit u hap\u00ebn n\u00eb vitin 2014 nga studio OKAM, pas dhjet\u00eb viteve zhvillimi t\u00eb nj\u00eb produkti pron\u00ebsor t\u00eb nivelit profesional, i cili u p\u00ebrdor p\u00ebr krijimin dhe publikimin e shum\u00eb loj\u00ebrave p\u00ebr PC, konzola lojrash 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. Paketimet binar\u00eb t\u00eb gatshme p\u00ebr ekzekutim 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 rendering n\u00eb baz\u00eb t\u00eb API-t grafik Vulkan, i cili do t\u00eb ofrohet n\u00eb versionin e ardhsh\u00ebm Godot 4.0, n\u00eb vend t\u00eb backend-eve aktuale t\u00eb rendering p\u00ebrmes OpenGL ES 3.0 dhe OpenGL 3.3 (mb\u00ebshtetje p\u00ebr OpenGL ES dhe OpenGL do t\u00eb ruhet p\u00ebrmes sigurimit 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 rendering n\u00eb baz\u00eb t\u00eb Vulkan). Kalimi nga Godot 3.2 n\u00eb Godot 4.0 do t\u00eb k\u00ebrkoj\u00eb nj\u00eb rishikim t\u00eb aplikacioneve p\u00ebr shkak t\u00eb thyerjes s\u00eb p\u00ebrputhshm\u00ebris\u00eb n\u00eb nivelin API, por p\u00ebr deg\u00ebn Godot 3.2 do t\u00eb ofrohet nj\u00eb cik\u00ebl i gjat\u00eb mb\u00ebshtetjeje, periudha e t\u00eb cilit do t\u00eb varet nga k\u00ebrkesa e k\u00ebsaj dege nga p\u00ebrdoruesit. N\u00eb versionet nd\u00ebrmjet\u00ebs 3.2.x gjithashtu nuk p\u00ebrjashtohet portimi i novacioneve q\u00eb nuk ndikojn\u00eb n\u00eb stabilitetin nga dega 4.x, si mb\u00ebshtetje p\u00ebr AOT-kompilimin, ARCore, DTLS dhe platform\u00ebn iOS p\u00ebr projektet n\u00eb C#.<\/p>\n<p>Novitete kryesore n\u00eb Godot 3.2:<\/p>\n<ul>\n<li> \u00cbsht\u00eb shtuar mb\u00ebshtetje p\u00ebr helmetat e realitetit virtual Oculus Quest, e cila \u00ebsht\u00eb realizuar mbi baz\u00ebn e plugin-it 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 fush\u00ebn ARKit. P\u00ebr Android, po zhvillohet mb\u00ebshtetje p\u00ebr fush\u00ebn ARCore, por ajo ende nuk \u00ebsht\u00eb gatishme dhe do t\u00eb p\u00ebrfshihet n\u00eb nj\u00eb nga l\u00ebshimet nd\u00ebrmjet 3.3.x;<\/noindex>\n<\/li>\n<li> P\u00ebrmir\u00ebsimi i nd\u00ebrfaqes s\u00eb editorit vizual p\u00ebr shader. Jan\u00eb shtuar nyje t\u00eb reja p\u00ebr krijimin e shader\u00ebve m\u00eb t\u00eb avancuar. P\u00ebr shader\u00ebt, t\u00eb cil\u00ebt realizohen me skenar\u00eb klasik\u00eb, \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr konstantet, arrays dhe modifikator\u00ebt \u00abvarying\u00bb. Shum\u00eb shader\u00eb, specifik\u00eb p\u00ebr prapavij\u00ebn OpenGL ES 3.0, jan\u00eb portuar p\u00ebr OpenGL ES 2;\n<\/li>\n<li> Mb\u00ebshtetja p\u00ebr rendering-un fizikisht t\u00eb sakt\u00eb t\u00eb materiale (PBR) \u00ebsht\u00eb sinkronizuar me mund\u00ebsit\u00eb e motor\u00ebve t\u00eb rinj 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> 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>\n<li> Mb\u00ebshtetje e plot\u00eb p\u00ebr importimin e skenave 3D dhe modeleve n\u00eb formatin glTF 2.0 (GL Transmission Format) \u00ebsht\u00eb shtuar, si dhe mb\u00ebshtetje fillestare p\u00ebr formatin FBX, i cili lejon importimin e skenave me animacione nga Blender, por ende \u00ebsht\u00eb n\u00eb p\u00ebrputhje me Maya dhe 3ds Max. Mb\u00ebshtetje p\u00ebr skina t\u00eb kafaz\u00ebve \u00ebsht\u00eb shtuar kur importohen skenat p\u00ebrmes glTF 2.0 dhe FBX, duke lejuar p\u00ebrdorimin e nj\u00eb kafazi n\u00eb disa mesh-e. Puna p\u00ebr p\u00ebrmir\u00ebsimin dhe stabilizimin e mb\u00ebshtetjes glTF 2.0 \u00ebsht\u00eb realizuar 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;\n<\/li>\n<li> Mund\u00ebsit\u00eb e rrjetit 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. \u00cbsht\u00eb shtuar nj\u00eb API p\u00ebr p\u00ebrdorimin e hash-eve kriptografike dhe pun\u00ebn me certifikatat. \u00cbsht\u00eb shtuar nj\u00eb nd\u00ebrfaqe grafike p\u00ebr profilizimin e aktiviteteve rrjetore. Ka filluar puna p\u00ebr krijimin e nj\u00eb porte p\u00ebr Godot n\u00eb WebAssembly\/HTML5, e cila do t\u00eb lejoj\u00eb ekzekutimin e redaktorit n\u00eb shfletuesin n\u00ebp\u00ebrmjet Web;\n<\/li>\n<li> \u00cbsht\u00eb rishikuar plugini p\u00ebr platform\u00ebn Android dhe sistemi i eksportit. Tani p\u00ebr formimin e paketave p\u00ebr Android ofrohen dy sisteme t\u00eb ve\u00e7anta eksporti: nj\u00eb me motorin e paraprakisht t\u00eb nd\u00ebrtuar, dhe tjetri q\u00eb lejon formimin 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 redaktimin manual t\u00eb shabllonit burimor;\n<\/li>\n<li> N\u00eb redaktues \u00ebsht\u00eb shtuar mb\u00ebshtetje p\u00ebr \u00e7aktivizimin selektiv t\u00eb funksionaliteteve t\u00eb ve\u00e7anta, p\u00ebr shembull, mund t\u00eb hiqen butonat p\u00ebr thirrjen e redaktorit 3D, redaktorit t\u00eb skripteve, bibliotek\u00ebs s\u00eb burimeve, nyjeve, paneleve, pronave dhe elementeve t\u00eb tjera q\u00eb nuk jan\u00eb t\u00eb nevojshme p\u00ebr zhvilluesin (fshehja e t\u00eb tep\u00ebrtave lejon nj\u00eb thjeshtim t\u00eb konsideruesh\u00ebm t\u00eb nd\u00ebrfaqes);\n<\/li>\n<li> \u00cbsht\u00eb shtuar mb\u00ebshtetje fillestare p\u00ebr integrimin me sistemet e menaxhimit t\u00eb kodit burimor dhe \u00ebsht\u00eb realizuar nj\u00eb shtes\u00eb p\u00ebr mb\u00ebshtetje Git n\u00eb redaktues;\n<\/li>\n<li> \u00cbsht\u00eb ofruar mund\u00ebsia p\u00ebr t\u00eb tejkaluar kamer\u00ebn p\u00ebr loj\u00ebn e nisur p\u00ebrmes dritares n\u00eb redaktues, duke mund\u00ebsuar vler\u00ebsimin e m\u00ebnyrave t\u00eb ndryshme n\u00eb loj\u00eb (shikim t\u00eb lir\u00eb, inspektim t\u00eb nyjeve etj.);\n<\/li>\n<li> \u00cbsht\u00eb propozuar 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 p\u00ebr plot\u00ebsimin automatik t\u00eb kodit n\u00eb redaktues t\u00eb jasht\u00ebm, si plugin p\u00ebr VS Code dhe Atom;\n<\/li>\n<li> Shtuar nj\u00eb s\u00ebr\u00eb p\u00ebrmir\u00ebsimesh n\u00eb redaktorin e integruar t\u00eb skripteve GDScript: \u00ebsht\u00eb shtuar mund\u00ebsia p\u00ebr t\u00eb vendosur sh\u00ebnime n\u00eb pozitat n\u00eb kod, \u00ebsht\u00eb realizuar nj\u00eb panel minimap (p\u00ebr nj\u00eb pasqyr\u00eb t\u00eb shpejt\u00eb t\u00eb gjith\u00eb kodit), \u00ebsht\u00eb p\u00ebrmir\u00ebsuar plot\u00ebsimi automatik i hyrjes, jan\u00eb zgjeruar mund\u00ebsit\u00eb e modit vizual t\u00eb projektimit t\u00eb skripteve;\n<\/li>\n<li> \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<\/li>\n<li> N\u00eb redaktorin 2D \u00ebsht\u00eb rikthyer mb\u00ebshtetja p\u00ebr atlaset e teksturave;\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 monitoruar n\u00eb koh\u00eb reale ndryshimet e parametrave t\u00eb efekteve, \u00ebsht\u00eb siguruar mb\u00ebshtetje p\u00ebr etiketat BBCode dhe mund\u00ebsia p\u00ebr t\u00eb p\u00ebrcaktuar efektet e veta;\n<\/li>\n<li> \u00cbsht\u00eb shtuar nj\u00eb gjenerues i rrjedhave t\u00eb z\u00ebrit, i cili lejon krijimin e val\u00ebve akustike mbi baz\u00ebn e kadrove t\u00eb ve\u00e7anta dhe analizuesit spektral;\n<\/li>\n<li> Biblioteka V-HACD ofron mund\u00ebsin\u00eb p\u00ebr t\u00eb ndar\u00eb meshat e thella n\u00eb pjes\u00eb t\u00eb sakta dhe t\u00eb thjeshtuara konvex. Kjo mund\u00ebsi e leht\u00ebson ndjesh\u00ebm gjenerimin e formave t\u00eb p\u00ebrplasjeve p\u00ebr meshat ekzistuese 3D.\n<\/li>\n<li> Implementohet mund\u00ebsia p\u00ebr zhvillimin e 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 vet\u00ebm p\u00ebr Linux, Windows dhe macOS). Mb\u00ebshtetje p\u00ebr C# 8.0 \u00ebsht\u00eb implementuar mbi Mono 6.6. P\u00ebr C# \u00ebsht\u00eb implementuar gjithashtu mb\u00ebshtetje fillestare p\u00ebr kompilimin me koh\u00eb t\u00eb paravendosur (AOT), e cila \u00ebsht\u00eb shtuar n\u00eb baz\u00ebn e kodit, por ende nuk \u00ebsht\u00eb aktivizuar (p\u00ebr WebAssembly, akoma p\u00ebrdoret interpretuese). P\u00ebr redaktimin e kodit C#, \u00ebsht\u00eb realizuar mund\u00ebsia e lidhjes me redaktor\u00eb t\u00eb jasht\u00ebm, si MonoDevelop, Visual Studio p\u00ebr Mac dhe Jetbrains Rider.\n<\/li>\n<li> Dokumentacioni \u00ebsht\u00eb zgjeruar dhe p\u00ebrmir\u00ebsuar ndjesh\u00ebm. \u00cbsht\u00eb publikuar nj\u00eb p\u00ebrkthim i pjessh\u00ebm i dokumentacionit n\u00eb gjuh\u00ebn ruse (p\u00ebrkthimi i udh\u00ebzuesit fillestar p\u00ebr t\u00eb filluar pun\u00ebn).\n<\/li>\n<\/ul>\n<p><noindex><\/p>\n<p><a rel=\"nofollow\" href=\"https:\/\/godotengine.org\/article\/here-comes-godot-3-2\">Lajm 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. 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