Ukukhishwa kwenjini yegeyimu ye-Godot 3.2


Ukukhishwa kwenjini yegeyimu ye-Godot 3.2

NGEZICELO ZABASEBENZI! Ithathwe ku-opennet.

Ngemuva kwezinyanga eziyi-10 zokuthuthukiswa, ukukhishwa kwenjini yomdlalo wamahhala kushicilelwe IGodot 3.2, ilungele ukudala imidlalo ye-2D neye-3D. Injini isekela ulimi olulula ukufunda lomdlalo olunengqondo, indawo eyisithombe yomklamo wegeyimu, isistimu yokusebenzisa ngokuchofoza okukodwa, ukugqwayiza okubanzi namandla okulingisa ezinqubo ezibonakalayo, isilungisi sephutha esakhelwe ngaphakathi, kanye nesistimu yokuhlonza izingqinamba zokusebenza. . Ikhodi yenjini yegeyimu, indawo yokuklama igeyimu namathuluzi okuthuthukisa ahlobene (injini yefiziksi, iseva yomsindo, i-2D/3D enikezela ngengemuva, njll.) asatshalaliswa ngaphansi kwelayisensi ye-MIT.

Injini yavulwa ngo-2014 yi-OKAM, ngemva kweminyaka eyishumi yokuthuthukisa umkhiqizo wobunikazi wezinga lochwepheshe osetshenziselwe ukudala nokushicilela imidlalo eminingi ye-PC, ama-consoles wegeyimu namadivayisi eselula. Injini isekela wonke amapulatifomu edeskithophu namaselula athandwayo (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), kanye nokuthuthukiswa komdlalo Wewebhu. Imihlangano kanambambili esekulungele ukuqhutshwa yenzelwe i-Linux, iWindows ne-macOS.

Igatsha elihlukile lithuthukisa i-backend entsha esekelwe ku-Vulkan graphics API, ezonikezwa ekukhishweni okulandelayo kwe-Godot 4.0, esikhundleni se-backends enikezwayo njengamanje nge-OpenGL ES 3.0 kanye ne-OpenGL 3.3 (usekelo lwe-OpenGL ES ne-OpenGL luzokwenza igcinwe ngokuhlinzekwa kwe-backend ye-OpenGL ES 2.0 yakudala /OpenGL 2.1 ngaphezulu kwesakhiwo esisha esisekelwe ku-Vulkan). Ushintsho olusuka ku-Godot 3.2 luye ku-Godot 4.0 luzodinga ukusetshenzwa kabusha kwesicelo ngenxa yokungahambelani ezingeni le-API, kodwa igatsha le-Godot 3.2 lizoba nomjikelezo omude wokusekela, ubude bayo obuzoncika ekufuneni kwaleli gatsha ngabasebenzisi. Ukukhishwa kwesikhashana kwe-3.2.x futhi kufaka phakathi amathuba okuthutha izinto ezintsha ezivela egatsheni le-4.x ezingathinti ukuzinza, njengosekelo lokuhlanganiswa kwe-AOT, i-ARCore, i-DTLS, kanye nenkundla ye-iOS yamaphrojekthi e-C#.

Izici ezintsha ezibalulekile ku-Godot 3.2:

  • Usekelo olungeziwe lwezigqoko zokuvikela ezingokoqobo ze-Oculus Quest, ezisetshenziswa kusetshenziswa i-plugin yenkundla ye-Android. Ukuze kuthuthukiswe amasistimu ento engekho ngokoqobo ye-iOS, usekelo lohlaka lwe-ARKit lwengeziwe. Usekelo lohlaka lwe-ARCore lwenzelwe i-Android, kodwa alukalungi futhi luzofakwa kokukodwa kokukhishwa okumaphakathi kwe-3.3.x;
  • I-interface yomhleli we-visual shader yenziwe kabusha. Amanodi amasha engeziwe ukuze kwakhiwe ama-shader athuthuke kakhulu. Kumathunzi asetshenziswe yimibhalo yakudala, usekelo lwama-constants, amalungu afanayo kanye nezilungisi "ezihlukahlukene" zengeziwe. Amashadi amaningi aqondene ne-OpenGL ES 3.0 backend afakwe ku-OpenGL ES 2;
  • Ukusekelwa Okusekelwe Ngokomzimba (PBR) kuvumelaniswa namandla ezinjini ezintsha ezinikezayo ze-PBR, njenge-Blender Eevee kanye noMklami Wezinto, ukuze kuqinisekiswe ukuboniswa kwesigcawu esifanayo ku-Godot kanye namaphakheji wokumodela e-3D asetshenzisiwe;
  • Izilungiselelo ezihlukahlukene zokunikezela zilungiselelwe ukuthuthukisa ukusebenza nokuthuthukisa ikhwalithi yesithombe. Izici eziningi ezivela ku-GLES3 zidluliselwe ku-backend ye-GLES3, kuhlanganise nokusekelwa kwe-MSAA (i-Multisample anti-aliasing) indlela yokulwa ne-aliasing kanye nemiphumela ehlukahlukene yangemuva kokucubungula (ukukhanya, ukufiphala kwe-DOF kanye ne-BCS);
  • Kwengezwe ukusekelwa okugcwele kokungenisa izigcawu ze-3D namamodeli ku-glTF 2.0 (ifomethi ye-GL Transmission) futhi kwengeza ukusekela kokuqala kwefomethi ye-FBX, ekuvumela ukuthi ungenise izigcawu ezinopopayi zisuka ku-Blender, kodwa okwamanje azisebenzisani ne-Maya ne-3ds Max. Usekelo olungeziwe lwezikhumba zemeshi lapho ungenisa izigcawu nge-glTF 2.0 ne-FBX, okukuvumela ukuthi usebenzise i-mesh eyodwa kumameshi ambalwa. Umsebenzi wokuthuthukisa kanye nokuzinzisa ukwesekwa kwe-glTF 2.0 wenziwe ngokubambisana nomphakathi we-Blender, ozohlinzeka ngosekelo oluthuthukisiwe lwe-glTF 2.0 ekukhishweni okungu-2.83;
  • Amandla enethiwekhi enjini anwetshwa ngokusekelwa kwezivumelwano zeWebRTC neWebSocket, kanye nekhono lokusebenzisa i-UDP kumodi yokusakaza okuningi. I-API eyengeziwe yokusebenzisa ama-cryptographic hashes nokusebenza ngezitifiketi. Kwengezwe i-graphic interface yomsebenzi wenethiwekhi. Umsebenzi usuqalile ekudaleni ichweba le-Godot le-WebAssembly/HTML5, elizovumela umhleli ukuthi wethulwe esipheqululini ngeWebhu;
  • I-plugin yenkundla ye-Android kanye nesistimu yokuthekelisa yenziwe kabusha. Manje, ukuze udale amaphakheji e-Android, kunikezwa izinhlelo ezimbili ezihlukene zokuthekelisa: eyodwa enenjini eyakhelwe ngaphambili, kanti eyesibili ikuvumela ukuthi udale ezakho zokwakha ngokusekelwe ezinkethweni zenjini ezenziwe ngokwezifiso. Ukwenza ngendlela oyifisayo ama-assemblies akho kungenziwa ezingeni le-plugin le-Android, ngaphandle kokuhlela mathupha kwesifanekiso somthombo;
  • Ukusekelwa kokukhetha ukukhubaza izici zomuntu ngamunye kwengezwe kumhleli, isibonelo, ungasusa izinkinobho zokubiza umhleli we-3D, umhleli weskripthi, umtapo wezincwadi, ama-node, amaphaneli, izakhiwo nezinye izinto ezingadingeki kunjiniyela (ukufihla kungenasidingo. izinto zikuvumela ukuthi wenze lula kakhulu isikhombimsebenzisi);
  • Kwengezwe ukusekelwa kokuqala kokuhlanganiswa nezinhlelo zokulawula ikhodi yomthombo futhi kwafaka i-plugin yokusekelwa kwe-Git kusihleli;
  • Kungenzeka ukuchaza kabusha ikhamera yomdlalo ogijimayo ngefasitela kumhleli, okwenza kube lula ukuhlola izindlela ezihlukahlukene emdlalweni (ukubuka kwamahhala, ukuhlolwa kwama-node, njll.);
  • Ukuqaliswa kweseva ye-LSP (Iphrothokholi Yeseva Yolimi) yolimi lwe-GDScript kuyahlongozwa, okukuvumela ukuba udlulisele ulwazi mayelana ne-semantics ye-GDScript kanye nemithetho yokuqedela ikhodi kubahleli bangaphandle, njenge-plugin ye-VS Code ne-Atom;
  • Kuningi okuthuthukisiwe okwenziwe kusihleli seskripthi se-GDScript esakhelwe ngaphakathi: ikhono lokusetha amabhukumaka ezindaweni zekhodi lengeziwe, iphaneli yemephu encane yenziwe (ukubuka konke okusheshayo kwayo yonke ikhodi), ukuphothula okuzenzakalelayo kokufaka kuthuthukisiwe, kanye namakhono emodi yokuklama iskripthi esibonwayo anwetshiwe;
  • Kwengezwe imodi yokudala imidlalo ye-pseudo-3D, ekuvumela ukuthi usebenzise umthelela wokujula kumageyimu anezinhlangothi ezimbili ngokuchaza izendlalelo ezimbalwa ezakha umbono oqanjiwe;
  • Ukusekelwa kwama-atlas wokuthungwa kubuyiselwe kumhleli we-2D;
  • I-GUI ithuthukise inqubo yokubeka amahange nemingcele yendawo;
  • Ngedatha yombhalo, ikhono lokuqapha izinguquko ekusebenzeni kwamapharamitha endizeni lengeziwe, usekelo lwamathegi e-BBCode lunikeziwe, nekhono lokuchaza imiphumela yakho linikeziwe;
  • Kwengezwe ijeneretha yokusakaza yomsindo evumela ukuthi udale amaza omsindo asekelwe kumafreyimu angawodwana kanye ne-spectral analyzer;
  • Ngokusebenzisa umtapo wezincwadi we-V-HACD, ​​kungenzeka ukubola ama-meshes e-concave abe izingxenye eziqondile nezilula ze-convex. Lesi sici senza kube lula kakhulu ukukhiqizwa komumo wokushayisana kwamameshi akhona e-3D;
  • Ikhono lokuthuthukisa i-logic yomdlalo ku-C# usebenzisa i-Mono yezingxenyekazi ze-Android ne-WebAssembly seliqalisiwe (ngaphambilini i-C# ibisekelwa i-Linux, Windows ne-macOS). Ngokusekelwe ku-Mono 6.6, usekelo lwe-C# 8.0 luyasetshenziswa. Ku-C#, ukusekelwa kokuqala kokuhlanganiswa kwangaphambili kwesikhathi (i-AOT) sekuqaliwe futhi, okungeziwe kusisekelo sekhodi, kodwa okungakenziwa kusebenze (ku-WebAssembly, umhumushi usasetshenziswa). Ukuze uhlele ikhodi ye-C#, kungenzeka ukuxhuma abahleli bangaphandle njenge-MonoDevelop, Visual Studio ye-Mac kanye ne-Jetbrains Rider;
  • Amadokhumenti anwetshwe kakhulu futhi athuthukiswa. Ukuhunyushwa kwengxenye kwemibhalo kusi-Russian kushicilelwe (umhlahlandlela wezethulo wokuqalisa uhunyushiwe).

Izindaba kuwebhusayithi ye-Goot

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Source: linux.org.ru

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