==== Документация по продукту Lambda-Mu Community Edition Version 3 ====
==== Туториалы ====
Платформа Лямбда-Мю 3 + Android-приложение
* [[:lm3:ce:t_chat|Многопользовательский режим (чат-комната)]]
* [[:lm3:ce:t_multi_lang|Мультиязычность]]
* [[:lm3:ce:t_master|Мастер-экземляр платформы ("балансировщик" нагрузки)]]
Платформа Лямбда-Мю 3 + Godot Engine
* [[:lm3:ce:t_godot_multiplayer|3D/VR многопользовательский режим]]
* [[:lm3:ce:t_godot_voice|Голосовой чат]]
* [[:lm3:ce:t_mentor|Ментор]]
Платформа Лямбда-Мю 3 + Unreal Engine
* [[:lm3:ce:t_ue_connect|Подключение платформы]]
=== Технические характеристики ===
{{:lm3:ce:perry-grone-lblgffladry-unsplash2.jpg?nolink&200x133|perry-grone-lblgffladry-unsplash2.jpg}}
=== Установка ===
=== Первые шаги ===
=== How-To ===
=== Иснтрументы ===
=== Проекты сообщества ===
=== Разное ===
.. _doc_list_of_features:
List of features
====== ======
This page aims to list all features currently supported by Godot.
.. note::
This page lists features supported by the current stable version of
Godot (3.2). `More features `__
are available in the latest development version (4.0).
Features
----
Platforms
|
**Can run both the editor and exported projects:**
- Windows 7 and later (64-bit and 32-bit). - macOS 10.12 and later (64-bit, x86 and ARM). - Linux (64-bit and 32-bit, x86 and ARM).
- Binaries are statically linked and can run on any distribution if compiled
on an old enough base distribution.
- Official binaries are compiled on Ubuntu 14.04.
**Runs exported projects:**
- Android 4.4 and later. - iOS 10.0 and later. - HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera). - :ref:`Consoles `.
Godot aims to be as platform-independent as possible and can be ported to new platforms with relative ease.
Editor
|
**Features:**
- Scene tree editor. - Script editor. - Support for :ref:`external script editors ` such as
Visual Studio Code or Vim.
- GDScript :ref:`debugger `.
- No support for debugging in threads yet.
- Performance monitoring tools. - Live script reloading. - Live scene editing.
- Changes will reflect in the editor and will be kept after closing the running project.
- Remote inspector.
- Changes won't reflect in the editor and won't be kept after closing the running project.
- Live camera replication.
- Move the in-editor camera and see the result in the running project.
- Use the editor in dozens of languages contributed by the community.
**Plugins:**
- Editor plugins can be downloaded from the
:ref:`asset library ` to extend editor functionality.
- Create your own plugins using GDScript to add new features or speed up your workflow. - Download projects from the asset library in the project manager and import them directly.
2D graphics
|
**Two renderers available:**
- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
- High-end visuals. Recommended on desktop platforms.
- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
- Recommended on mobile and Web platforms.
**Features:**
- Sprite, polygon and line rendering.
- High-level tools to draw lines and polygons such as Polygon2D and Line2D.
- AnimatedSprite as a helper for creating animated sprites. - Parallax layers.
- Pseudo-3D support by automatically duplicating a layer several times.
- 2D lighting with normal maps.
- Hard or soft shadows.
- Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont).
- Bitmap fonts can be exported using tools like BMFont.
- DynamicFont supports monochrome fonts as well as colored fonts.
Supported formats are TTF and OTF.
- DynamicFont supports optional font outlines with adjustable width and color.
- Support for font oversampling to keep fonts sharp at higher resolutions.
- GPU-based particles with support for custom particle shaders. - CPU-based particles.
2D tools
|
- 2D camera with built-in smoothing and drag margins. - Path2D node to represent a path in 2D space.
- Can be drawn in the editor or generated procedurally.
- PathFollow2D node to make nodes follow a Path2D.
- 2D geometry helper class. - Line2D node to draw textured 2D lines.
2D physics
|
**Physics bodies:**
- Static bodies. - Rigid bodies. - Kinematic bodies. - Joints. - Areas to detect bodies entering or leaving it.
**Collision detection:**
- Built-in shapes: line, box, circle, capsule. - Collision polygons (can be drawn manually or generated from a sprite in the editor).
3D graphics
|
**Two renderers available:**
- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
- High-end visuals. Recommended on desktop platforms.
- HDR rendering with sRGB.
- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
- Recommended on mobile and Web platforms.
- LDR rendering for greater compatibility.
- Not all features are available. Features available only when using
the OpenGL ES 3.0 renderer are marked *GLES3* below.
**Camera:**
- Perspective, orthographic and frustum-offset cameras.
**Physically-based rendering:**
- Follows the Disney PBR model. - Uses a roughness-metallic workflow with support for ORM textures. - Normal mapping. - *GLES3:* Parallax/relief mapping with automatic level of detail based on distance. - *GLES3:* Sub-surface scattering and transmittance. - *GLES3:* Proximity fade (soft particles). - Distance fade which can use alpha blending or dithering to avoid going through
the transparent pipeline.
- Dithering can be determined on a per-pixel or per-object basis.
**Real-time lighting:**
- Directional lights (sun/moon). Up to 4 per scene. - Omnidirectional lights. - Spot lights with adjustable cone angle and attenuation.
**Shadow mapping:**
- *DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split.
Supports blending between splits.
- *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate).
Supports colored projector textures in the form of panoramas.
- *SpotLight:* Single texture.
**Global illumination with indirect lighting:**
- Baked lightmaps (fast, but can't be updated at run-time).
- Lightmaps are baked on the CPU.
- *GLES3:* GI probes (slower, semi-real-time). Supports reflections.
**Reflections:**
- *GLES3:* Voxel-based reflections (when using GI probes). - Fast baked reflections or slow real-time reflections using ReflectionProbe.
Parallax correction can optionally be enabled.
- *GLES3:* Screen-space reflections. - Reflection techniques can be mixed together for greater accuracy.
**Sky:**
- Panorama sky (using an HDRI). - Procedural sky.
**Fog:**
- Depth fog with an adjustable attenuation curve. - Height fog (floor or ceiling) with adjustable attenuation. - Support for automatic depth fog color depending on the camera direction
(to match the sun color).
- Optional transmittance to make lights more visible in the fog.
**Particles:**
- *GLES3:* GPU-based particles with support for custom particle shaders. - CPU-based particles.
**Post-processing:**
- Tonemapping (Linear, Reinhard, Filmic, ACES). - *GLES3:* Automatic exposure adjustments based on viewport brightness. - *GLES3:* Near and far depth of field. - *GLES3:* Screen-space ambient occlusion. - Glow/bloom with optional bicubic upscaling and several blend modes available:
Screen, Soft Light, Add, Replace.
- Color correction using an one-dimensional ramp. - Brightness, contrast and saturation adjustments.
**Texture filtering:**
- Nearest, bilinear, trilinear or anisotropic filtering.
**Texture compression:**
- *GLES3:* BPTC for high-quality compression (not supported on macOS). - *GLES3:* ETC2 (not supported on macOS). - ETC1 (recommended when using the GLES2 renderer). - *GLES3:* S3TC (not supported on mobile/Web platforms).
**Anti-aliasing:**
- Multi-sample antialiasing (MSAA).
Most of these effects can be adjusted for better performance or to further improve quality. This can be helpful when using Godot for offline rendering.
3D tools
|
- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad. - Tools for :ref:`procedural geometry generation `. - :ref:`Constructive solid geometry ` (intended for prototyping). - Path3D node to represent a path in 3D space.
- Can be drawn in the editor or generated procedurally.
- PathFollow3D node to make nodes follow a Path3D.
- 3D geometry helper class.
3D physics
|
**Physics bodies:**
- Static bodies. - Rigid bodies. - Kinematic bodies. - Vehicle bodies (intended for arcade physics, not simulation). - Joints. - Soft bodies. - Ragdolls. - Areas to detect bodies entering or leaving it.
**Collision detection:**
- Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics). - Generate triangle collision shapes for any mesh from the editor. - Generate one or several convex collision shapes for any mesh from the editor.
Shaders
|
- *2D:* Custom vertex, fragment, and light shaders. - *3D:* Custom vertex, fragment, light, and sky shaders. - Text-based shaders using a `shader language inspired by GLSL `. - Visual shader editor.
- Support for visual shader plugins.
Scripting
|
**General:**
- Object-oriented design pattern with scripts extending nodes. - Signals and groups for communicating between scripts. - Support for :ref:`cross-language scripting `. - Many 2D and 3D linear algebra data types such as vectors and transforms.
:ref:`GDScript: `
- :ref:`High-level interpreted language ` with
:ref:`optional static typing `.
- Syntax inspired by Python. - Syntax highlighting is provided on GitHub. - :ref:`Use threads ` to perform asynchronous actions
or make use of multiple processor cores.
:ref:`C#: `
- Packaged in a separate binary to keep file sizes and dependencies down. - Uses Mono 6.x.
- Full support for the C# 7.0 syntax and features.
- Supports all platforms. - Using an external editor is recommended to benefit from IDE functionality.
:ref:`VisualScript: `
- :ref:`Graph-based visual scripting language `. - Works best when used for specific purposes (such as level-specific logic)
rather than as a language to create entire projects.
**GDNative (C, C++, Rust, D, …):**
- When you need it, link to native libraries for higher performance and third-party integrations.
- For scripting game logic, GDScript or C# are recommended if their
performance is suitable.
- Official bindings for C and C++.
- Use any build system and language features you wish.
- Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community.
Audio
|
**Features:**
- Mono, stereo, 5.1 and 7.1 output. - Non-positional and positional playback in 2D and 3D.
- Optional Doppler effect in 2D and 3D.
- Support for re-routable :ref:`audio buses ` and effects
with dozens of effects included.
- Listener3D node to listen from a position different than the camera in 3D. - Audio input to record microphones. - MIDI input.
- No support for MIDI output yet.
**APIs used:**
- *Windows:* WASAPI. - *macOS:* CoreAudio. - *Linux:* PulseAudio or ALSA.
Import
|
- Support for :ref:`custom import plugins `.
**Formats:**
- *Images:* See :ref:`doc_import_images`. - *Audio:*
- WAV with optional IMA-ADPCM compression.
- Ogg Vorbis.
- *3D scenes:*
- glTF 2.0 *(recommended)*.
- `ESCN <[[https://github.com/godotengine/godot-blender-exporter|https://github.com/godotengine/godot-blender-exporter]]>`__ (direct export from Blender). - FBX (experimental). - Collada (.dae). - Wavefront OBJ (static scenes only, can be loaded directly as a mesh). Input ^^^^^ - Input mapping system using hardcoded input events or remappable input actions. - Axis values can be mapped to two different actions with a configurable deadzone. - Use the same code to support both keyboards and gamepads. - Keyboard input. - Keys can be mapped in "physical" mode to be independent of the keyboard layout. - Mouse input. - The mouse cursor can be visible, hidden, captured or confined within the window. - When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings. - Gamepad input (up to 8 simultaneous controllers). - Pen/tablet input with pressure support. Navigation ^^^^^^^^^^ - A* algorithm in 2D and 3D. - Navigation meshes. - Support for dynamic obstacle avoidance planned in Godot 4.0. - Generate navigation meshes from the editor. Networking ^^^^^^^^^^ - Low-level TCP networking using StreamPeer and TCP_Server. - Low-level UDP networking using PacketPeer and UDPServer. - Low-level HTTP requests using HTTPClient. - High-level HTTP requests using HTTPRequest. - Supports HTTPS out of the box using bundled certificates. - High-level multiplayer API using UDP and ENet. - Automatic replication using remote procedure calls (RPCs). - Supports unreliable, reliable and ordered transfers. - WebSocket client and server, available on all platforms. - WebRTC client and server, available on all platforms. - Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT. Internationalization ^^^^^^^^^^^^^^^^^^^^ - Full support for Unicode including emoji. - Store localization strings using :ref:`CSV ` or :ref:`gettext `. - Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function. - Support for right-to-left typesetting and text shaping planned in Godot 4.0. Windowing and OS integration ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ - Move, resize, minimize, and maximize the window spawned by the project. - Change the window title and icon. - Request attention (will cause the title bar to blink on most platforms). - Fullscreen mode. - Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead. - Borderless window (fullscreen or non-fullscreen). - Ability to keep the window always on top. - Transparent window with per-pixel transparency. - Global menu integration on macOS. - Execute commands in a blocking or non-blocking manner. - Open file paths and URLs using default or custom protocol handlers (if registered on the system). - Parse custom command line arguments. Mobile ^^^^^^ - In-app purchases on Android and iOS. - Support for advertisements using third-party modules. XR support (AR and VR) ^^^^^^^^^^^^^^^^^^^^^^ - Support for ARKit on iOS out of the box. - Support for the OpenXR and OpenVR APIs. - Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks to plugins. GUI system ^^^^^^^^^^ Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons. **Nodes:** - Buttons. - Checkboxes, check buttons, radio buttons. - Text entry using LineEdit (single line) and TextEdit (multiple lines). - Dropdown menus using PopupMenu and OptionButton. - Scrollbars. - Labels. - RichTextLabel for :ref:`text formatted using BBCode `. - Trees (can also be used to represent tables). - Containers (horizontal, vertical, grid, center, margin, draggable splitter, …). - Controls can be rotated and scaled. **Sizing:** - Anchors to keep GUI elements in a specific corner, edge or centered. - Containers to place GUI elements automatically following certain rules. - :ref:`Stack ` layouts. - :ref:`Grid ` layouts. - :ref:`Margin ` and :ref:`centered ` layouts. - :ref:`Draggable splitter ` layouts. - Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes. - Support any aspect ratio using anchors and the ``expand`` stretch aspect. **Theming:** - Built-in theme editor. - Generate a theme based on the current editor theme settings. - Procedural vector-based theming using :ref:`class_StyleBoxFlat`. - Supports rounded/beveled corners, drop shadows and per-border widths. - Texture-based theming using :ref:`class_StyleBoxTexture`. Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt. Animation ^^^^^^^^^ - Direct kinematics and inverse kinematics. - Support for animating any property with customizable interpolation. - Support for calling methods in animation tracks. - Support for playing sounds in animation tracks. - Support for Bézier curves in animation. Formats ^^^^^^^ - Scenes and resources can be saved in :ref:`text-based ` or binary formats. - Text-based formats are human-readable and more friendly to version control. - Binary formats are faster to save/load for large scenes/resources. - Read and write text or binary files using :ref:`class_File`. - Can optionally be compressed or encrypted. - Read and write :ref:`class_JSON` files. - Read and write INI-style configuration files using :ref:`class_ConfigFile`. - Can (de)serialize any Godot datatype, including Vector, Color, … - Read XML files using :ref:`class_XMLParser`. - Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution. - :ref:`Export additional PCK files` that can be read by the engine to support mods and DLCs. Miscellaneous ^^^^^^^^^^^^^ - :ref:`Low-level access to servers ` which allows bypassing the scene tree's overhead when needed. - Command line interface for automation. - Export and deploy projects using continuous integration platforms. - `Completion scripts <[[https://github.com/godotengine/godot/tree/master/misc/dist/shell|https://github.com/godotengine/godot/tree/master/misc/dist/shell]]>`__
are available for Bash, zsh and fish.
- Support for :ref:`C++ modules ` statically linked
into the engine binary.
- Engine and editor written in C++03.
- Can be :ref:`compiled ` using GCC,
Clang and MSVC. MinGW is also supported.
- Friendly towards packagers. In most cases, system libraries can be used
instead of the ones provided by Godot. The build system doesn't download anything.
Builds can be fully reproducible.
- Godot 4.0 will be written in C++17.
- Licensed under the permissive MIT license.
- Open developement process with :ref:`contributions welcome `.
.. seealso::
The `roadmap `__ repository
documents features that have been agreed upon and may be implemented in
future Godot releases.