I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

Emva kweenyanga ezi-10 zophuhliso ipapashiwe ukukhululwa kwe-injini yomdlalo wasimahla IGotot 3.2, ilungele ukudala i-2D kunye nemidlalo ye-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, isilungisi esakhelwe ngaphakathi, kunye nenkqubo yokuchonga imiqobo yokusebenza. . Ikhowudi ye-injini yomdlalo, indawo yoyilo lomdlalo kunye nezixhobo zophuhliso ezinxulumeneyo (injini yefiziksi, iseva yesandi, i-2D/3D enikezela ngasemva, njl.njl.) usasazeko phantsi kwelayisenisi ye-MIT.

Iikhowudi zomthombo we-injini zazi vula ngo-2014 yi studio OKAM, emva kweminyaka elishumi yokuphuhlisa imveliso yobunini bebakala lobuchwephesha eyasetyenziselwa ukuyila nokupapasha imidlalo emininzi yePC, iikhonsoli zomdlalo 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 yenziwe yeLinux, Windows kunye neMacOS.

Π’ isebe elahlukileyo iphuhlisa umva omtsha unikezelo olusekwe kwi Vulkan yemizobo API, eza 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 iza kugcinwa ngokusebenzisa iOpenGL ES endala 2.0/OpenGL 2.1 ngasemva phezu konikezelo lolwakhiwo 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 wenkxaso omude, ixesha eliya kuxhomekeka kwimfuno yeli sebe ngabasebenzisi. Ukukhutshwa okwethutyana kwe-3.2.x kwakhona akukuthinteli ukukhupha izinto ezintsha ezivela kwi-4.x yesebe ezingachaphazeli uzinzo, njengenkxaso Ukuhlanganiswa kwe-AOT, I-ARCore, I-DTLS kunye namaqonga iOS yeeprojekthi ze-C #.

Iimpawu ezintsha eziphambili kwiGodot 3.2:

  • Inkxaso eyongeziweyo ye-Oculus Quest iihelmethi zokwenyani zokwenyani, eziphunyezwe ngokusekelwe Faka iplagi kwiqonga le-Android. Inkxaso ye-Framework yongezwe kuphuhliso lweenkqubo zokwenyani ezongeziweyo ze-iOS ARKit. Inkxaso yesikhokelo iphuhliswa kwi-Android I-ARCore, kodwa ayikalungi kwaye iya kufakwa kwenye yokukhutshwa okuphakathi kwe-3.3.x;

  • Iyilwe ngokutsha ujongano lomhleli we-shader ebonakalayo. Yongeziwe iindawo ezintsha zokudala 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;

    I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

  • 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 yobuninzi. I-API eyongeziweyo ngokusebenzisa i-cryptographic hashes kunye nokusebenza ngezatifikethi. Kongezwe ujongano lomzobo ukwenzela umsebenzi wothungelwano lweprofayile. Umsebenzi sele uqalile ekudaleni izibuko laseGodot
    WebAssembly/HTML5, eya kukuvumela ukuba usebenzise umhleli kwisikhangeli usebenzisa iWebhu;

    I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

  • Iyilwe ngokutsha iplagi kwiqonga le-Android kunye nenkqubo yokuthumela ngaphandle. Ngoku, ekudaleni iipakethe ze-Android, iinkqubo ezimbini zokuthumela ngaphandle zinikezelwa: enye enenjini eyakhelwe ngaphambili, kwaye eyesibini ikuvumela ukuba wenze ezakho ukwakha ngokusekelwe kwiinketho zenjini. Ukwenza ngokwezifiso iindibano zakho kunokwenziwa kwinqanaba le-plugin ye-Android, ngaphandle kokuhlelwa ngesandla kwetemplate yomthombo;
  • Inkxaso eyongeziweyo yokukhetha Unqamko iimpawu zomntu ngamnye, umzekelo, unokususa amaqhosha okufowunela umhleli we-3D, umhleli weskripthi, ilayibrari yemithombo, iindawo, iiphaneli, iipropati kunye nezinye izinto ezingafunwayo ngumphuhlisi (ukufihla izinto ezingeyomfuneko kukuvumela ukuba wenze lula ujongano);

    I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

  • Inkxaso yokuqala eyongeziweyo yokudibanisa kunye neenkqubo zokulawula umthombo 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 nemigaqo yokugqiba ikhowudi kubahleli bangaphandle, njenge-plugin ye-VS Code kunye ne-Atom;
  • Uphuculo oluninzi lwenziwe kumhleli weskripthi esakhelwe-ngaphakathi se-GDScript: ukukwazi ukuseta amanqaku encwadi kwizikhundla kwikhowudi yongeziwe, iphaneli yeminimap iphunyeziwe (ukujongwa ngokukhawuleza kwayo yonke ikhowudi), igalelo-ukugqibezela ngokuzenzekelayo kuye kwaphunyezwa. ngcono, yandisiwe amandla emowudi yoyilo lweskripthi esibonakalayo;

    I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

  • Yongeza imo yokudala imidlalo yepseudo-3D, ekuvumela ukuba usebenzise isiphumo sobunzulu kwimidlalo emacala mabini ngokuchaza iileya ezininzi ezenza umbono ongeyonyani;

  • Kumhleli we-2D ijikisiwe inkxaso yeeatlasi zokuthungwa;
    I-Godot 3.2 Injini yoMdlalo evulekileyo ikhutshiwe

  • 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;
  • Yongeziwe ijeneretha yomsindo womsindo ekuvumela ukuba wenze amaza omsindo asekelwe kwizakhelo zomntu ngamnye kunye ne-spectral analyzer;
  • Ukusebenzisa ithala leencwadi I-V-HACD Ukukwazi ukubola i-concave meshes kwiindawo ezichanekileyo kunye ne-convex ezilula ziye zaphunyezwa. 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;
  • Yandiswe kakhulu kwaye yaphuculwa amaxwebhu. Inxenye ipapashiwe ukuguqulelwa kwamaxwebhu kwisiRashiya (iguqulelwe isikhokelo sokuqalisa).

umthombo: opennet.ru

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