{"id":102239,"date":"2021-11-08T15:36:48","date_gmt":"2021-11-08T13:36:49","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4"},"modified":"2021-11-08T15:36:48","modified_gmt":"2021-11-08T13:36:49","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sv\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-3-4","title":{"rendered":"Lansering av den \u00f6ppna spelmotorn Godot 3.4","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Efter 6 m\u00e5naders utveckling har den fria spelmotorn Godot 3.4 publicerats, l\u00e4mplig f\u00f6r att skapa 2D- och 3D-spel. Motorn st\u00f6der ett l\u00e4ttl\u00e4rt programmeringsspr\u00e5k f\u00f6r spelarkitektur, en grafisk designmilj\u00f6 f\u00f6r spelutveckling, ett en-klicks distributionssystem f\u00f6r spel, omfattande animations- och fysiksimuleringsfunktioner, en inbyggd debugger och ett system f\u00f6r att identifiera prestandaflaskhalsar. Koden f\u00f6r spelmotorn, designmilj\u00f6n och tillh\u00f6rande utvecklingsverktyg (fysikmotor, ljudserver, backend f\u00f6r 2D\/3D-rendering etc.) distribueras under MIT-licensen.       <\/p>\n<p>K\u00e4llkoden till motorn sl\u00e4pptes 2014 av studion OKAM, efter tio \u00e5r av utveckling av en professionell propriet\u00e4r produkt som anv\u00e4ndes f\u00f6r att skapa och publicera m\u00e5nga spel f\u00f6r PC, spelskonsoler och mobila enheter. Motorn st\u00f6djer alla popul\u00e4ra station\u00e4ra och mobila plattformar (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), samt spelutveckling f\u00f6r webben. F\u00e4rdiga bin\u00e4rfiler har skapats f\u00f6r Linux, Windows och macOS.     <\/p>\n<p>En separat gren utvecklar en ny renderingsbackend baserad p\u00e5 grafik-API:et Vulkan, som kommer att erbjudas i n\u00e4sta version av Godot 4.0, ist\u00e4llet f\u00f6r de nuvarande renderingsbackender som anv\u00e4nder OpenGL ES 3.0 och OpenGL 3.3 (st\u00f6d f\u00f6r OpenGL ES och OpenGL kommer att beh\u00e5llas genom att den gamla backenden OpenGL ES 2.0\/OpenGL 2.1 fungerar ovanp\u00e5 den nya renderingsarkitekturen baserad p\u00e5 Vulkan). \u00d6verg\u00e5ngen fr\u00e5n Godot 3.x till Godot 4.0 kommer att kr\u00e4va omarbetning av applikationer p\u00e5 grund av API-kompatibilitetsbrott, men en l\u00e5ng st\u00f6dcykel kommer att s\u00e4kerst\u00e4llas f\u00f6r Godot 3.x-grenen, vars l\u00e4ngd beror p\u00e5 efterfr\u00e5gan fr\u00e5n anv\u00e4ndarna p\u00e5 den strikt programmeringsgr\u00e4nssnittet.       <\/p>\n<p>Godot 3.4 \u00e4r anm\u00e4rkningsv\u00e4rd f\u00f6r att ha lagt till f\u00f6ljande nyheter:  <\/p>\n<ul>\n<li class=\"l\"> Anv\u00e4ndargr\u00e4nssnittet f\u00f6r tema-redigering har omarbetats, vilket m\u00f6jligg\u00f6r en visuell process f\u00f6r att v\u00e4lja noder och ger m\u00f6jlighet att \u00e4ndra utseendet utan att l\u00e4mna f\u00f6rhandsgranskningsl\u00e4get.        <center>  <div class=\"youtube-placeholder\" data-id=\"3AGGBZVVVTw\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/3AGGBZVVVTw\/hqdefault.jpg\" alt=\"Spela video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center>\n<li class=\"l\"> F\u00f6r att \u00f6ka anv\u00e4ndarv\u00e4nligheten har redigeraren f\u00f6rb\u00e4ttrats: en snabbresursladdningsfunktion har lagts till i inspektionsl\u00e4get, skapandet av noder p\u00e5 slumpm\u00e4ssiga positioner har till\u00e5tits, ett nytt gr\u00e4nssnitt f\u00f6r export av mallar har lagts till, ytterligare operationer med gizmo (begr\u00e4nsande parallellogram) har implementerats och animationsredigeraren baserad p\u00e5 B\u00e9zier-kurvor har f\u00f6rb\u00e4ttrats.      <center>  <div class=\"youtube-placeholder\" data-id=\"AaNMGVaJ--g\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/AaNMGVaJ--g\/hqdefault.jpg\" alt=\"Spela video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div><\/center>\n<li class=\"l\"> En \u00e5ngra-funktion har lagts till, vilket m\u00f6jligg\u00f6r att avbryta alla scenf\u00f6r\u00e4ndringar som orsakats av animation genom AnimationPlayer, ist\u00e4llet f\u00f6r att avbryta varje egenskaps\u00e4ndring individuellt.\n<li class=\"l\"> I inst\u00e4llningarna har ett alternativ lagts till f\u00f6r att \u00e4ndra zoomniv\u00e5n f\u00f6r 2D-vyn (2D viewport), vilket till exempel kan anv\u00e4ndas f\u00f6r att f\u00f6rstora eller f\u00f6rminska 2D-element oavsett den aktuella stretchl\u00e4ge.\n<li class=\"l\"> File API har f\u00e5tt m\u00f6jligheten att hantera filer (inklusive PCK) som \u00e4r st\u00f6rre \u00e4n 2 GB.\n<li class=\"l\"> \u00c4ndringar har inf\u00f6rts f\u00f6r att \u00f6ka smidigheten i rendering genom att ber\u00e4kna f\u00f6r\u00e4ndringar i bilder utan att binda dem till systemtidsuret och f\u00f6r att l\u00f6sa problem med synkronisering av utdata vid anv\u00e4ndning av vsync.\n<li class=\"l\"> I systemet f\u00f6r inmatning av InputEvents har st\u00f6d f\u00f6r bindning till skanningskoder, som avspeglar den fysiska placeringen av tangenterna p\u00e5 tangentbordet, oavsett aktiv layout (till exempel kommer tangenterna WASD i QWERTY-layout automatiskt att mappas till tangenterna ZQSD i den franska AZERTY-layout).\n<li class=\"l\"> Gr\u00e4nssnitt f\u00f6r AESContext och HMACContext har lagts till f\u00f6r att ge skriptaccess till krypteringsalgoritmerna AES-ECB, AES-CBC och HMAC. M\u00f6jlighet att spara och l\u00e4sa RSA-nycklar f\u00f6r att skapa och verifiera digitala signaturer har ocks\u00e5 lagts till.\n<li class=\"l\"> Renderingsmotorn har f\u00e5tt inledande st\u00f6d f\u00f6r att avbryta rendering av objekt som \u00e4r i kamerans fokus men som \u00e4r osynliga p\u00e5 grund av \u00f6verlappningar med andra objekt (till exempel objekt som ligger bakom en v\u00e4gg). Rasterisering (vid pixelniv\u00e5) f\u00f6r \u00f6verlappning kommer endast att implementeras i Godot 4, medan Godot 3 inkluderar vissa geometriska metoder f\u00f6r att klippa \u00f6verlappande objekt och st\u00f6d f\u00f6r portaloch \u00f6verlappningar.    <center>  <div class=\"youtube-placeholder\" data-id=\"8xgb-ZcZV9s\" onclick=\"loadVideo(this)\">\r\n        <img decoding=\"async\" src=\"https:\/\/img.youtube.com\/vi\/8xgb-ZcZV9s\/hqdefault.jpg\" alt=\"Spela video\" loading=\"lazy\" width=\"480\" height=\"360\" style=\"width:100%;height:auto;\">\r\n        <div class=\"play-button\"><\/div>\r\n    <\/div>  <\/center>\n<li class=\"l\"> En ny ACES Fitted toningmetod har lagts till, vilket m\u00f6jligg\u00f6r st\u00f6rre realism och fysisk noggrannhet genom att \u00f6ka kontrasten hos ljusa objekt.    <center><img decoding=\"async\" alt=\"Lansering av den \u00f6ppna spelmotorn Godot 3.4\" src=\"\/wp-content\/uploads\/2021\/11\/fd5f0ba86a9f8b29d5aec6c3b6f1f806.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> St\u00f6det f\u00f6r tre-dimensionella partiklar i form av en ring eller ett ih\u00e5ligt cylinder har lagts till.\n<li class=\"l\"> I simuleringsmotorn f\u00f6r fysik har prestandan f\u00f6r att generera konvexa objekt fr\u00e5n mesh f\u00f6rb\u00e4ttrats avsev\u00e4rt och kollisionstracking-l\u00e4get har omarbetats i inspektionsgr\u00e4nssnittet. F\u00f6r 2D-fysikmotorn har st\u00f6d f\u00f6r strukturen BVH (Bounding Volume Hierarchy) f\u00f6r dynamisk rumslig delning lagts till. F\u00f6r 3D-fysiken har st\u00f6d f\u00f6r funktionen HeightMapShapeSW implementerats och synkroniseringsverktyg med KinematicBody3D har lagts till.\n<li class=\"l\"> M\u00f6jligheten att exportera 3D-scener i glTF-format har lagts till, till exempel f\u00f6r att \u00f6ppna mesh som f\u00f6rberetts i Godot i Blender.\n<li class=\"l\"> St\u00f6det f\u00f6r WebP-bildkomprimeringsl\u00e4get utan f\u00f6rlust har lagts till, vilket nu anv\u00e4nds som standard f\u00f6r att komprimera texturer ist\u00e4llet f\u00f6r PNG-format.\n<li class=\"l\"> I porten f\u00f6r Android-plattformen har inledande st\u00f6d f\u00f6r API Scoped storage och en ny metod f\u00f6r att ladda ytterligare resurser (Play Asset Delivery) f\u00f6r k\u00f6rbara filer i AAB-format (Android App Bundle) lagts till.\n<li class=\"l\"> F\u00f6r HTML5-plattformen har m\u00f6jligheten att installera som PWA-appar (Progressive Web Apps) lagts till, ett JavaScriptObject-gr\u00e4nssnitt f\u00f6r interaktion mellan Godot och JavaScript har lagts till (till exempel kan JavaScript-metoder anropas fr\u00e5n Godot-skript), och st\u00f6d f\u00f6r AudioWorklet har lagts till f\u00f6r flertr\u00e5dade byggnader.\n<li class=\"l\"> F\u00f6r macOS-plattformen har st\u00f6d f\u00f6r Apple Silicon-system (M1) lagts till.    <\/ul>\n<p>K\u00e4lla: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56121\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 6 \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 3.4, \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 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