Ukukhutshwa kwe-injini ye-Godot 3.2 yomdlalo


Ukukhutshwa kwe-injini ye-Godot 3.2 yomdlalo

NGEZICELO ZABASEBENZI! Ithathwe kwi-opennet.

Emva kweenyanga ezili-10 zophuhliso, ukukhutshwa kwe-injini yomdlalo wasimahla kushicilelwe IGotot 3.2, ilungele ukudala imidlalo ye-2D kunye ne-3D. I-injini ixhasa ulwimi olulula ukulufunda lwengqiqo yomdlalo, imeko-bume yomzobo yoyilo lomdlalo, inkqubo yokucofa okukodwa kokusasazwa komdlalo, oopopayi ababanzi kunye nesakhono sokulinganisa iinkqubo zenyama, idebugger eyakhelwe-ngaphakathi, kunye nenkqubo yokuchonga imiqobo yokusebenza. . Ikhowudi ye-injini yomdlalo, indawo yoyilo lomdlalo kunye nezixhobo ezihambelanayo zophuhliso (injini ye-physics, iseva yesandi, i-2D / 3D yokunikezelwa kwe-backends, njl.) zihanjiswa phantsi kwelayisenisi ye-MIT.

I-injini yavulwa ngo-2014 ngu-OKAM, emva kweminyaka elishumi yokuphuhlisa imveliso yobunini benqanaba lobuchwephesha esetyenziselwe ukudala kunye nokupapasha imidlalo emininzi yePC, i-consoles yemidlalo kunye nezixhobo eziphathwayo. I-injini ixhasa zonke ii-desktop ezidumileyo kunye neeplatifti zeselula (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), kunye nophuhliso lomdlalo weWebhu. Iindibano zokubini ezilungele ukuqhutywa zidalwe iLinux, iWindows kunye neMacOS.

Isebe elahlukileyo liphuhlisa i-backend entsha yonikezelo esekwe kwi-API yemizobo ye-Vulkan, eya kunikezelwa kukhupho olulandelayo lwe-Godot 4.0, endaweni yonikezelo lwangoku lwasemva nge-OpenGL ES 3.0 kunye ne-OpenGL 3.3 (inkxaso ye-OpenGL ES kunye ne-OpenGL iya igcinwe ngokubonelela nge-OpenGL ES 2.0 yangemva yakudala /OpenGL 2.1 ngaphezulu koyilo olutsha olusekwe kwiVulkan). Ukutshintshwa kwe-Godot 3.2 ukuya kwi-Godot 4.0 kuya kufuna ukuphinda kusetyenziswe isicelo ngenxa yokungahambelani kwinqanaba le-API, kodwa isebe le-Godot 3.2 liya kuba nomjikelezo wokuxhasa ixesha elide, ixesha eliya kuxhomekeka kwimfuno yeli sebe ngabasebenzisi. Ukukhutshwa okwethutyana kwe-3.2.x kukwabandakanya ukuba nokwenzeka kokuhanjiswa kwezinto ezintsha kwisebe le-4.x elingachaphazeli uzinzo, olufana nenkxaso yokuhlanganiswa kwe-AOT, i-ARCore, i-DTLS, kunye neqonga le-iOS leeprojekthi ze-C#.

Iimpawu ezintsha eziphambili kwiGodot 3.2:

  • Inkxaso eyongeziweyo ye-Oculus Quest iihelmethi zokwenyani zokwenyani, eziphunyezwe kusetyenziswa iplagin yeqonga le-Android. Kuphuhliso lweenkqubo zokwenyani ezongeziweyo ze-iOS, inkxaso yesakhelo se-ARKit yongeziwe. Inkxaso yesakhelo se-ARCore siphuhliswa kwi-Android, kodwa ayikalungi kwaye iya kufakwa kwenye ye-3.3.x ekhutshwayo ephakathi;
  • I-interface yomhleli we-shader ebonakalayo yenziwe ngokutsha. Iindawo ezintsha zongezwa ukwenza iishader ezihambele phambili ngakumbi. Kwimithunzi ephunyezwe yimibhalo yeklasikhi, inkxaso yee-constants, i-arrays kunye nezilungisi "ezahlukeneyo" zongezwa. Uninzi lwee-shaders ezikhethekileyo kwi-OpenGL ES 3.0 ngasemva zifakwe kwi-OpenGL ES 2;
  • Inkxaso ye-Physically Based Rendering (PBR) ilungelelaniswa kunye nekhono leenjini ezintsha ze-PBR zokubonelela, ezifana ne-Blender Eevee kunye noMyili weMicimbi, ukuqinisekisa umboniso ofanayo we-scene kwi-Godot kunye neepakethe ze-3D zemodeli ezisetyenzisiweyo;
  • Iisetingi ezahlukeneyo zonikezelo zilungiselelwe ukuphucula ukusebenza kunye nokuphucula umgangatho womfanekiso. Iimpawu ezininzi ezivela kwi-GLES3 zidluliselwe kwi-backend ye-GLES3, kubandakanywa nenkxaso ye-MSAA (i-Multisample anti-aliasing) indlela yokuchasana ne-aliasing kunye nemiphumo eyahlukeneyo emva kokucubungula (ukukhanya, i-DOF blur kunye ne-BCS);
  • Inkxaso egcweleyo eyongeziweyo yokungenisa imiboniso ye-3D kunye neemodeli kwi-glTF 2.0 (i-GL Transmission Format) kunye nokongeza inkxaso yokuqala yefomathi ye-FBX, ekuvumela ukuba ungenise imiboniso kunye noopopayi kwi-Blender, kodwa ayikahambelani neMaya kunye ne-3ds Max. Inkxaso eyongeziweyo yezikhumba ezinenatha xa ungenisa imiboniso nge-glTF 2.0 kunye ne-FBX, ekuvumela ukuba usebenzise umnatha omnye kwiimesh ezininzi. Umsebenzi wokuphucula kunye nokuzinzisa inkxaso ye-glTF 2.0 yenziwe ngentsebenziswano noluntu lweBlender, oluza kubonelela ngenkxaso ephuculweyo ye-glTF 2.0 ekukhululweni kwe-2.83;
  • Izakhono zenethiwekhi ye-injini zandiswe ngenkxaso ye-WebRTC kunye ne-WebSocket protocol, kunye nokukwazi ukusebenzisa i-UDP kwimodi ye-multicast. I-API eyongeziweyo yokusebenzisa i-cryptographic hashes kunye nokusebenza ngezatifikethi. Kongezwe ujongano lomzobo ukwenzela umsebenzi wothungelwano lweprofayile. Umsebenzi uqalile ekudaleni ichweba le-Godot yeWebAssembly/HTML5, eya kuvumela umhleli ukuba aqaliswe kwisiphequluli ngeWebhu;
  • I-plugin yeqonga le-Android kunye nenkqubo yokuthumela ngaphandle yenziwe ngokutsha. Ngoku, ekudaleni iipakethi ze-Android, iinkqubo ezimbini zokuthumela ngaphandle zinikezelwa: enye enenjini eyakhelwe ngaphambili, kwaye eyesibini ikuvumela ukuba wenze ulwakhiwo lwakho olusekwe kwiinketho ze-injini. Ukwenza ngokwezifiso iindibano zakho kunokwenziwa kwinqanaba le-plugin ye-Android, ngaphandle kokuhlelwa ngesandla kwetemplate yomthombo;
  • Inkxaso ekhethiweyo yokukhubaza iimpawu zomntu ngamnye yongezwe kumhleli, umzekelo, ungawasusa amaqhosha okufowunela umhleli we3D, umhleli wescript, ilayibrari yemithombo, iindawo, iiphaneli, iipropati kunye nezinye izinto ezingafunwayo ngumqambi (ukufihla ngokungeyomfuneko. izinto zikuvumela ukuba wenze lula ngokubonakalayo ujongano;
  • Inkxaso yokuqala eyongeziweyo yokudibanisa kunye neenkqubo zokulawula ikhowudi yomthombo kunye nokuphunyezwa kweplagin yenkxaso yeGit kumhleli;
  • Kuyenzeka ukuba uchaze kwakhona ikhamera yomdlalo obalekayo ngefestile kumhleli, okwenza kube lula ukuvavanya iindlela ezahlukeneyo kumdlalo (umbono wasimahla, ukuhlolwa kweenodi, njl.);
  • Ukuphunyezwa kwe-LSP (iProtocol yeSeva yoLwimi) iseva yolwimi lwe-GDScript icetywayo, ekuvumela ukuba udlulise ulwazi malunga ne-semantics ye-GDScript kunye nemithetho yokugqiba ikhowudi kubahleli bangaphandle, njenge-plugin ye-VS Code kunye ne-Atom;
  • Uphuculo oluninzi lwenziwe kumhleli weskripthi se-GDScript eyakhelwe-ngaphakathi: ukukwazi ukuseta iibhukhimakhi kwizikhundla kwikhowudi yongeziwe, iphaneli ye-minimap iphunyeziwe (ukujongwa ngokukhawuleza kwayo yonke ikhowudi), ukugqibezela ngokuzenzekelayo kwegalelo kuye kwaphuculwa, kunye nesakhono sendlela yoyilo lweskripthi esibonakalayo sandisiwe;
  • Yongeza imo yokudala imidlalo yepseudo-3D, ekuvumela ukuba usebenzise isiphumo sobunzulu kwimidlalo emacala mabini ngokuchaza iileya ezininzi ezenza umbono ongeyonyani;
  • Inkxaso ye-atlas ye-texture ibuyiselwe kumhleli we-2D;
  • I-GUI iye yaphucula inkqubo yokubeka iiankile kunye nemida yendawo;
  • Kwidatha yombhalo, ukukwazi ukubeka iliso utshintsho kwiiparameters zempembelelo kwi-fly yongeziwe, inkxaso yeethegi ze-BBCode inikezelwe, kwaye ukukwazi ukuchaza iziphumo zakho kunikezelwe;
  • Yongeza ijenereyitha yomsindo womsindo ekuvumela ukuba wenze amaza omsindo asekelwe kwizakhelo zomntu ngamnye kunye ne-analyzer ye-spectral;
  • Ukusebenzisa ithala leencwadi le-V-HACD, ​​kunokwenzeka ukubola i-concave meshes kwiindawo ezichanekileyo nezilula zeconvex. Olu phawu lwenza lula kakhulu ukuveliswa kweemilo zongquzulwano kwiimesh ezikhoyo ze-3D;
  • Ukukwazi ukuphuhlisa ingqiqo yomdlalo kwi-C # usebenzisa i-Mono ye-Android kunye ne-WebAssembly platforms iphunyeziwe (ngaphambili i-C # yayixhaswa kwi-Linux, Windows kunye ne-macOS). Ngokusekelwe kwi-Mono 6.6, inkxaso ye-C # 8.0 iphunyeziwe. Kwi-C #, inkxaso yokuqala yokuhlanganiswa kwangaphambili (i-AOT) nayo iphunyeziwe, eyongezwe kwisiseko sekhowudi, kodwa ayizange isebenze (kwiWebAssembly, itoliki isasetyenziswa). Ukuhlela ikhowudi ye-C #, kunokwenzeka ukudibanisa abahleli bangaphandle njenge-MonoDevelop, i-Visual Studio ye-Mac kunye ne-Jetbrains Rider;
  • Amaxwebhu andise kakhulu kwaye aphuculwe. Inxalenye yoguqulelo lwamaxwebhu kwisiRashiya sele ipapashiwe (isikhokelo sokuqalisa siguqulelwe).

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umthombo: linux.org.ru

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