I-Godot 4.0 Open Game Engine Ikhishiwe

Ngemuva kweminyaka emine yokuthuthuka, injini yomdlalo wamahhala i-Godot 4.0, elungele ukudala imidlalo ye-2D ne-3D, isikhishwe. 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 idalelwe i-Linux, i-Android, iWindows ne-macOS.

Igatsha le-Godot 4.0 lihlanganisa izinguquko eziyizinkulungwane ezingu-12 futhi lilungisa izimbungulu eziyizinkulungwane ezingu-7. Babalelwa ku-1500 XNUMX abantu ababambe iqhaza ekuthuthukisweni kwenjini nokubhala imibhalo. Phakathi kwezinguquko ezibalulekile:

  • Kuhlongozwa ama-backend amabili amasha (okuhlanganisiwe neselula) okusekelwe ku-Vulkan graphics API, athatha indawo yangemuva esebenza nge-OpenGL ES ne-OpenGL. Kumadivayisi amadala nanamandla aphansi, i-OpenGL-based compatibility backend iyahlanganiswa, kusetshenziswa i-architecture entsha yokunikezela. Ukunikezwa okunamandla ezinqumweni eziphansi kusebenzisa ubuchwepheshe bokusampula kwe-AMD FSR (FidelityFX Super Resolution), obusebenzisa ukukala kwendawo kanye nama-algorithms wokwakha kabusha imininingwane ukuze kwehliswe ukulahleka kwekhwalithi yesithombe lapho kukhushulelwa phezulu ezinqumweni eziphezulu. Injini enikezelayo esekelwe ku-Direct3D 12 isiqalisiwe, ezothuthukisa ukusekelwa kwezinkundla ze-Windows ne-Xbox.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe ikhono lokusebenza nesixhumi esibonakalayo kumodi yamawindi amaningi (amaphaneli ahlukahlukene nezingxenye zesixhumi esibonakalayo zingahlehliswa njengamafasitela ahlukene).
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe umhleli omusha wokusetshenziswa kubonwa kanye newijethi entsha yedizayini ebonakalayo.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe umhleli wetimu entsha.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Uhlelo lokukhanyisa nokulawula ithunzi lubhalwe kabusha ngokuphelele, kusetshenziswa ubuchwepheshe besikhathi sangempela SDFGI (Signed Distance Field Global Illumination) ubuchwepheshe. Izinga lokunikezwa kwethunzi lithuthukiswe kakhulu.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Indawo ye-GIProbe, esetshenziselwa ukugcwalisa indawo ngokukhanya okubonisiwe, ithathelwe indawo inodi ye-VoxelGI, elungele ukucutshungulwa kokukhanyisa kwesikhathi sangempela ezigcawini ezinendawo yangaphakathi encane ukuya kosayizi omaphakathi. Ngezingxenyekazi zekhompuyutha ezinamandla aphansi, kuyenzeka ukuthi unikeze ukukhanya nethunzi ngokuqhubekayo usebenzisa amamephu alula, manje asebenzisa i-GPU ukusheshisa ukunikezwa.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Amasu amasha okunikeza ngokugcwele asetshenzisiwe. Kungezwe i-occlusion culling ezenzakalelayo, ehlonza futhi isuse amamodeli afihliwe ngemuva kwezinye izindawo ukuze kuthuthukiswe ukusebenza kokunikezela nokunciphisa umthwalo we-CPU ne-GPU.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe imodi ye-SSIL (Screen Space Indirect Lighting) ukuze kuthuthukiswe ikhwalithi yokunikezela kuzingxenyekazi zekhompuyutha ezisezingeni eliphezulu ngokuthuthukisa ukuphathwa kwezindawo ezimnyama nokukhanya okungaqondile. Ngaphezu kwalokho, izilungiselelo ezengeziwe zihlinzekwa ukuze kufaniswe ukukhanya okungaqondile okusabalele kusetshenziswa indlela ye-SSAO (Screen Space Ambient Occlusion), njengokukhetha izinga lethonya lokukhanya okuqondile.
  • Amayunithi okukhanya angokoqobo ahlongozwayo akuvumela ukuthi ulungise ukukhanya futhi usebenzise izilungiselelo zekhamera ezijwayelekile, njenge-aperture, isivinini se-shutter ne-ISO, ukuze ulawule ukukhanya kwesigcawu sokugcina.
  • Kwengezwe amathuluzi okuhlela ileveli entsha yemidlalo ye-2D. Izinguquko ezinkulu zenziwe kunqubo yokuthuthukiswa kwegeyimu ye-XNUMXD. Umhleli omusha wemephu yethayela wengeziwe, manje osekela izendlalelo, ukugcwaliswa kwezwe ngokuzenzakalelayo, ukubekwa kwezitshalo okungahleliwe, amatshe nezinto ezihlukahlukene, nokukhethwa kwezinto okuguquguqukayo. Ukusebenza ngamamephu wethayela namasethi ezingcezu zokwakha imephu (i-tileset) kuhlanganisiwe. Ukunwetshwa okuzenzakalelayo kwezingcezu kusethi kunikezwa ukuze kususwe izikhala phakathi kwezingcezu eziseduze. Umsebenzi omusha wokuhlela izinto esiteji ungeziwe, okuyinto, isibonelo, ingasetshenziswa ukwengeza izinhlamvu kumaseli wegridi yethayela.
  • Ekunikezeni kwe-2D, ungasebenzisa amaqembu ekhanvasi ukuze uhlanganise izici zekhanvasi ezigqagqene, isibonelo, ungaqoqa ama-sprite amaningi ndawonye futhi uwahlanganisele ngemuva njengokungathi ama-sprites ayisici esisodwa. Kwengezwe impahla ye-Clip Children, ekuvumela ukuthi usebenzise noma iyiphi i-elementi ye-2D njengemaski. Injini ye-2D futhi yengeza inketho yokusebenzisa i-MSAA (Multisample Anti-Aliasing) ukuthuthukisa ikhwalithi yesithombe nokudala imiphetho ebushelelezi.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Ukuphathwa okuthuthukisiwe kokukhanyisa nezithunzi emidlalweni ye-2D. Ukusebenza okuthuthuke kakhulu uma usebenzisa imithombo eminingi yokukhanya. Kwengezwe ikhono lokulingisa ubude-ntathu ngokushintsha izinga lokukhanya kumamephu avamile, kanye nokudala imiphumela yokubuka efana nezithunzi ezinde, ama-halo namakhonto acacile.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe umthelela wenkungu wevolumu esebenzisa indlela yokwenqaba yesikhashana ukuze kuzuzwe ukubukeka okwangempela nokusebenza okuphezulu.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kungezwe ama-shader amafu akuvumela ukuthi ukhiqize amafu aguqukayo ngesikhathi sangempela.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Ukwesekwa okwengeziwe "kwama-decal," indlela yokuveza impahla endaweni.
  • Kungezwe imiphumela yezinhlayiyana ebanzi yegeyimu esebenzisa i-GPU nezihehi ezisekelayo, ukungqubuzana, amapulangwe, nama-emitters.
  • Amandla esixhumi esibonakalayo okuhlelwa okubonakalayo kwama-shader anwetshiwe.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Ulimi lwe-shader lunwetshiwe ukuze lufake usekelo lwezakhiwo, ama-preprocessor macros, ukushintshwa kwe-shader (faka isitatimende), amalungu afanayo ahlanganisiwe, kanye nokusetshenziswa β€œkokuhlukahluka” ukudlulisa idatha isuka kusibambi seziqephu iye kusibambi sokukhanyisa.
  • Kwengezwe amandla okusebenzisa imithunzi yekhompyutha esebenzisa i-GPU ukusheshisa ama-algorithms.
  • Olimini lokubhala lwe-GDScript, uhlelo lokuthayipha olungaguquki luthuthukisiwe, i-syntax entsha yokuchaza izakhiwo yengeziwe, amagama angukhiye okulinda namakhulu aphakanyisiwe, imisebenzi yemephu/ukunciphisa ingeziwe, uhlelo olusha lwesichasiselo seluqalisiwe, futhi sekwenzeke ukusebenzisa izinhlamvu ze-unicode emagameni aguquguqukayo namagama emisebenzi. Kwengezwe ithuluzi lokukhiqiza imibhalo ngokuzenzakalelayo. Ukusebenza okuthuthukisiwe nokuzinza kwesikhathi sokusebenza se-GDScript. Endaweni yokuthuthukiswa, kungenzeka ukubonisa amaphutha amaningana ngesikhathi esisodwa, futhi izexwayiso ezintsha zengezwe ngezinkinga ezivamile.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Amathuba okuthuthukisa i-logic yegeyimu ku-C# anwetshiwe. Usekelo olungeziwe lweplathifomu ye-NET 6 kanye nolimi lwe-C# 10. Izinhlobo ze-64-bit zinikwe amandla ngamavelu esikali. Ama-API amaningi ashintshiwe esuka ku-int futhi antanta abe made futhi kabili. Inikeza ikhono lokuchaza amasignali ngendlela yemicimbi ye-C#. Kwengezwe ikhono lokuthuthukisa izandiso ze-GDE ku-C#.
  • Kwengezwe usekelo lokuhlola lwezandiso (i-GDExtension), ezingasetshenziswa ukwandisa amandla enjini ngaphandle kokuyakha kabusha noma ukwenza izinguquko kukhodi.
  • Ngokuzenzakalelayo, injini yethu yokulingisa izinqubo zomzimba, i-Godot Physics, inikezwa, elungiselelwe ukuxazulula izinkinga ezitholakala emidlalweni yekhompiyutha, futhi ilethwa ekulinganeni ekusebenzeni nenjini yeBullet eyayisetshenziswa ngaphambilini (ngokwesibonelo, i-Godot Physics yengeza ukucutshungulwa kwezinhlobo ezintsha ze ukushayisana, ukusekelwa kwamamephu obude kanye nekhono lokusebenzisa ama-node iSoftBody ekufaniseni izingubo). Ukuthuthukiswa kokusebenza kwenziwe futhi ukusetshenziswa kokuhlanganisa okuningi kunwetshiwe ukuze kusatshalaliswe umthwalo kuma-CPU cores ahlukene lapho kulingisa izinqubo zomzimba endaweni ye-2D ne-3D. Izinkinga eziningi zokulingisa sezixazululiwe.
  • Kuphakanyiswe isistimu entsha yokunikeza umbhalo enikeza ukulawula okwengeziwe kokunqampuna nokugoqwa kombhalo, kanye nokunikeza ukucaca okuphezulu kunoma yikuphi ukulungiswa kwesikrini.
  • Amathuluzi okwenziwa kwasendaweni nomsebenzi wokuhumusha anwetshiwe.
  • Kwengezwe ibhokisi lengxoxo elihlukile lokungenisa impahla ye-2D ne-3D, isekela ukubuka kuqala kanye nokushintsha izilungiselelo zesigcawu esingenisiwe, izinto zokwakha kanye nezakhiwo ezibonakalayo.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Amawijethi amasha engeziwe kumhleli, njengephaneli yokuhlehlisa izinguquko kanye nokukhethwa kombala omusha kanye nebhokisi lokubuyekeza lephalethi.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Isixhumi esibonakalayo sokuhlola, iphaneli yokulawula indawo nomhleli wombhalo kubuyekeziwe. Ukugqanyiswa kwe-Syntax kuthuthukisiwe, amandla okubonisa izikhombisi eziningi angeziwe, futhi amathuluzi okuhlela amafomethi e-JSON kanye ne-YAML anikeziwe.
  • Amandla omhleli wokugqwayiza anwetshiwe, kwengeza usekelo lokuhlanganisa umumo nokuthuthukisa izinqubo ezisuselwe kwijika le-Bezier. Bhala kabusha ikhodi yokugqwayiza ye-3D ukuze ufake usekelo lokucindezela ukuze unciphise ukusetshenziswa kwememori. Isistimu yokuhlanganisa ukugqwayiza nokudala imiphumela yoshintsho ibhalwe kabusha. Amathuba okudala ukugqwayiza okuyinkimbinkimbi anwetshiwe. Imitapo yopopayi ihlongozwa ukuthi igcinwe futhi iphinde isetshenziswe ukugqwayiza okudaliwe.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe imodi yokudala imuvi enikeza izigcawu uzimele ngozimele ngekhwalithi ephezulu yokudala izikrini nokuqopha amavidiyo.
  • Ukusekelwa kwama-earphone e-3D nezinkundla zento engekho ngokoqobo kunwetshiwe. Ingxenye eyinhloko yenjini ihlanganisa ukusekelwa okwakhelwe ngaphakathi kwezinga le-OpenXR, elichaza i-API yendawo yonke yokudala izinhlelo zokusebenza ezingokoqobo nezingathandwa kwabathelisi esikubona. IWindows neLinux zisekela wonke amahedisethi e-3D adumile, okuhlanganisa amahedisethi e-SteamVR, i-Oculus ne-Monado.
  • Ukuzinza kwesistimu engaphansi yokuhlela imidlalo ye-inthanethi kukhulisiwe futhi inqubo yokuthuthukisa imidlalo yabadlali abaningi yenziwe lula.
  • Amakhono esistimu yomsindo anwetshiwe, ukusekelwa kwe-polyphony kwakhelwe ngaphakathi, i-API yokuhlanganiswa kwenkulumo yengeziwe, nekhono lokuxhuma umsindo selisetshenzisiwe.
  • Kungenzeka ukusebenzisa isixhumi esibonakalayo se-Godot kumathebulethi e-Android nakusiphequluli sewebhu.
    I-Godot 4.0 Open Game Engine Ikhishiwe
  • Kwengezwe isistimu entsha yokwakha imidlalo yezakhiwo ezihlukahlukene ze-CPU. Isibonelo, manje ungakhela i-Raspberry Pi, i-Microsoft Volterra, i-Surface Pro X, i-Pine Phone, i-VisionFive, i-ARM Chromebook, ne-Asahi Linux.
  • Izinguquko zenziwe ku-API eziphula ukuhambisana. Ushintsho olusuka ku-Godot 3.x luye ku-Godot 4.0 luzodinga ukusetshenzwa kabusha kwesicelo, kodwa igatsha le-Godot 3.x linomjikelezo wokusekela omude, ubude bawo obuzoncika ekufuneni komsebenzisi kwe-API endala.



Source: opennet.ru

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