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lm3:ce:start [2020/11/12 19:41]
admin
lm3:ce:start [2020/12/08 20:14] (текущий)
ruben
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 ==== Документация по продукту Lambda-Mu Community Edition Version 3 ==== ==== 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 === === Технические характеристики ===
Строка 20: Строка 36:
  
 List of features List of features
-================+ 
 +======   ======
  
 This page aims to list all features currently supported by Godot. This page aims to list all features currently supported by Godot.
  
 .. note:: .. note::
 +<code>
  
-    This page lists features supported by the current stable version of +  This page lists features supported by the current stable version of 
-    Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ +  Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__ 
-    are available in the latest development version (4.0).+  are available in the latest development version (4.0). 
 + 
 +</code>
  
 Features Features
---------+ 
 +----
  
 Platforms Platforms
-^^^^^^^^^+ 
 +|
  
 **Can run both the editor and exported projects:** **Can run both the editor and exported projects:**
  
-- Windows 7 and later (64-bit and 32-bit). +- 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)
-- 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.
  
-   - Binaries are statically linked and can run on any distribution if compiled +  - Official binaries are compiled on Ubuntu 14.04.
-     on an old enough base distribution. +
-   - Official binaries are compiled on Ubuntu 14.04.+
  
 **Runs exported projects:** **Runs exported projects:**
  
-- Android 4.4 and later. +- Android 4.4 and later. - iOS 10.0 and later. - HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera). - :ref:`Consoles <doc_consoles>`.
-- iOS 10.0 and later. +
-- HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera). +
-- :ref:`Consoles <doc_consoles>`.+
  
-Godot aims to be as platform-independent as possible and can be ported to new +Godot aims to be as platform-independent as possible and can be ported to new platforms with relative ease.
-platforms with relative ease.+
  
 Editor Editor
-^^^^^^+ 
 +|
  
 **Features:** **Features:**
  
-- Scene tree editor. +- Scene tree editor. - Script editor. - Support for :ref:`external script editors <doc_external_editor>` such as 
-- Script editor. +<code> 
-- Support for :ref:`external script editors <doc_external_editor>` such as + 
-  Visual Studio Code or Vim.+Visual Studio Code or Vim. 
 + 
 +</code> 
 - GDScript :ref:`debugger <doc_debugger_panel>`. - GDScript :ref:`debugger <doc_debugger_panel>`.
  
-   - No support for debugging in threads yet+  - 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.+- 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. - Remote inspector.
  
-   - Changes won't reflect in the editor and won't be kept after closing the running project.+  - Changes won't reflect in the editor and won't be kept after closing the running project.
  
 - Live camera replication. - Live camera replication.
  
-   - Move the in-editor camera and see the result in the running project.+  - Move the in-editor camera and see the result in the running project.
  
 - Use the editor in dozens of languages contributed by the community. - Use the editor in dozens of languages contributed by the community.
Строка 87: Строка 108:
  
 - Editor plugins can be downloaded from the - Editor plugins can be downloaded from the
-  :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality. + 
-- Create your own plugins using GDScript to add new features or speed up your workflow. +<code> 
-- Download projects from the asset library in the project manager and import them directly.+:ref:`asset library <doc_what_is_assetlib>` to extend editor functionality. 
 + 
 +</code> 
 + 
 +- 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 2D graphics
-^^^^^^^^^^^+ 
 +|
  
 **Two renderers available:** **Two renderers available:**
  
 - OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms). - OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
-   - High-end visuals. Recommended on desktop platforms.+ 
 +  - High-end visuals. Recommended on desktop platforms. 
 - OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms). - OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
-   - Recommended on mobile and Web platforms.+ 
 +  - Recommended on mobile and Web platforms.
  
 **Features:** **Features:**
Строка 105: Строка 134:
 - Sprite, polygon and line rendering. - Sprite, polygon and line rendering.
  
-   - High-level tools to draw lines and polygons such as Polygon2D and Line2D.+  - High-level tools to draw lines and polygons such as Polygon2D and Line2D.
  
-- AnimatedSprite as a helper for creating animated sprites. +- AnimatedSprite as a helper for creating animated sprites. - Parallax layers.
-- Parallax layers.+
  
-   - Pseudo-3D support by automatically duplicating a layer several times.+  - Pseudo-3D support by automatically duplicating a layer several times.
  
 - 2D lighting with normal maps. - 2D lighting with normal maps.
  
-   - Hard or soft shadows.+  - Hard or soft shadows.
  
 - Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont). - Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont).
  
-   - Bitmap fonts can be exported using tools like BMFont. +  - Bitmap fonts can be exported using tools like BMFont. 
-   - DynamicFont supports monochrome fonts as well as colored fonts+  - 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. +Supported formats are TTF and OTF. 
-- CPU-based particles.+ 
 +  - 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 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. +2D camera with built-in smoothing and drag margins. - Path2D node to represent path in 2D space.
-   PathFollow2D node to make nodes follow Path2D.+
  
-- 2D geometry helper class. +  - Can be drawn in the editor or generated procedurally. 
-- Line2D node to draw textured 2D lines.+  - PathFollow2D node to make nodes follow a Path2D. 
 + 
 +- 2D geometry helper class. - Line2D node to draw textured 2D lines.
  
 2D physics 2D physics
-^^^^^^^^^^+ 
 +|
  
 **Physics bodies:** **Physics bodies:**
  
-- Static bodies. +- Static bodies. - Rigid bodies. - Kinematic bodies. - Joints. - Areas to detect bodies entering or leaving it.
-- Rigid bodies. +
-- Kinematic bodies. +
-- Joints. +
-- Areas to detect bodies entering or leaving it.+
  
 **Collision detection:** **Collision detection:**
  
-- Built-in shapes: line, box, circle, capsule. +- Built-in shapes: line, box, circle, capsule. - Collision polygons (can be drawn manually or generated from a sprite in the editor).
-- Collision polygons (can be drawn manually or generated from a sprite in the editor).+
  
 3D graphics 3D graphics
-^^^^^^^^^^^+ 
 +|
  
 **Two renderers available:** **Two renderers available:**
  
 - OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms). - OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
-   - High-end visuals. Recommended on desktop platforms. + 
-   - HDR rendering with sRGB.+  - High-end visuals. Recommended on desktop platforms. 
 +  - HDR rendering with sRGB. 
 - OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms). - OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
-   - Recommended on mobile and Web platforms. + 
-   - LDR rendering for greater compatibility. +  - Recommended on mobile and Web platforms. 
-   - Not all features are available. Features available only when using +  - LDR rendering for greater compatibility. 
-     the OpenGL ES 3.0 renderer are marked *GLES3* below.+  - Not all features are available. Features available only when using 
 + 
 +the OpenGL ES 3.0 renderer are marked *GLES3* below.
  
 **Camera:** **Camera:**
Строка 175: Строка 204:
 **Physically-based rendering:** **Physically-based rendering:**
  
-- Follows the Disney PBR model. +- 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 
-- Uses a roughness-metallic workflow with support for ORM textures. +<code> 
-- Normal mapping. + 
-- *GLES3:* Parallax/relief mapping with automatic level of detail based on distance. +the transparent pipeline. 
-- *GLES3:* Sub-surface scattering and transmittance. + 
-- *GLES3:* Proximity fade (soft particles). +</code> 
-- 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. - Dithering can be determined on a per-pixel or per-object basis.
  
 **Real-time lighting:** **Real-time lighting:**
  
-- Directional lights (sun/moon). Up to 4 per scene. +- Directional lights (sun/moon). Up to 4 per scene. - Omnidirectional lights. - Spot lights with adjustable cone angle and attenuation.
-- Omnidirectional lights. +
-- Spot lights with adjustable cone angle and attenuation.+
  
 **Shadow mapping:** **Shadow mapping:**
  
 - *DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. - *DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split.
-  Supports blending between splits.+ 
 +<code> 
 +Supports blending between splits. 
 + 
 +</code> 
 - *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). - *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate).
-  Supports colored projector textures in the form of panoramas.+ 
 +<code> 
 +Supports colored projector textures in the form of panoramas. 
 + 
 +</code> 
 - *SpotLight:* Single texture. - *SpotLight:* Single texture.
  
Строка 203: Строка 239:
 - Baked lightmaps (fast, but can't be updated at run-time). - Baked lightmaps (fast, but can't be updated at run-time).
  
-   - Lightmaps are baked on the CPU.+  - Lightmaps are baked on the CPU.
  
 - *GLES3:* GI probes (slower, semi-real-time). Supports reflections. - *GLES3:* GI probes (slower, semi-real-time). Supports reflections.
Строка 209: Строка 245:
 **Reflections:** **Reflections:**
  
-- *GLES3:* Voxel-based reflections (when using GI probes). +- *GLES3:* Voxel-based reflections (when using GI probes). - Fast baked reflections or slow real-time reflections using ReflectionProbe. 
-- Fast baked reflections or slow real-time reflections using ReflectionProbe. + 
-  Parallax correction can optionally be enabled. +<code> 
-- *GLES3:* Screen-space reflections. +Parallax correction can optionally be enabled. 
-- Reflection techniques can be mixed together for greater accuracy.+ 
 +</code> 
 + 
 +- *GLES3:* Screen-space reflections. - Reflection techniques can be mixed together for greater accuracy.
  
 **Sky:** **Sky:**
  
-- Panorama sky (using an HDRI). +- Panorama sky (using an HDRI). - Procedural sky.
-- Procedural sky.+
  
 **Fog:** **Fog:**
  
-- Depth fog with an adjustable attenuation curve. +- 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 
-- Height fog (floor or ceiling) with adjustable attenuation. + 
-- Support for automatic depth fog color depending on the camera direction +<code> 
-  (to match the sun color).+(to match the sun color). 
 + 
 +</code> 
 - Optional transmittance to make lights more visible in the fog. - Optional transmittance to make lights more visible in the fog.
  
 **Particles:** **Particles:**
  
-- *GLES3:* GPU-based particles with support for custom particle shaders. +- *GLES3:* GPU-based particles with support for custom particle shaders. - CPU-based particles.
-- CPU-based particles.+
  
 **Post-processing:** **Post-processing:**
  
-- Tonemapping (Linear, Reinhard, Filmic, ACES). +- 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: 
-- *GLES3:* Automatic exposure adjustments based on viewport brightness. + 
-- *GLES3:* Near and far depth of field. +<code> 
-- *GLES3:* Screen-space ambient occlusion. +Screen, Soft Light, Add, Replace. 
-- Glow/bloom with optional bicubic upscaling and several blend modes available: + 
-  Screen, Soft Light, Add, Replace. +</code> 
-- Color correction using an one-dimensional ramp. + 
-- Brightness, contrast and saturation adjustments.+- Color correction using an one-dimensional ramp. - Brightness, contrast and saturation adjustments.
  
 **Texture filtering:** **Texture filtering:**
Строка 250: Строка 290:
 **Texture compression:** **Texture compression:**
  
-- *GLES3:* BPTC for high-quality compression (not supported on macOS). +- *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).
-- *GLES3:* ETC2 (not supported on macOS). +
-- ETC1 (recommended when using the GLES2 renderer). +
-- *GLES3:* S3TC (not supported on mobile/Web platforms).+
  
 **Anti-aliasing:** **Anti-aliasing:**
Строка 259: Строка 296:
 - Multi-sample antialiasing (MSAA). - Multi-sample antialiasing (MSAA).
  
-Most of these effects can be adjusted for better performance or to further +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.
-improve quality. This can be helpful when using Godot for offline rendering.+
  
 3D tools 3D tools
-^^^^^^^^ 
  
-- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad. +|
-- Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`. +
-- :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping). +
-- Path3D node to represent a path in 3D space.+
  
-   - Can be drawn in the editor or generated procedurally. +- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad. - Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`. - :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping). - Path3D node to represent a path in 3D space. 
-   - PathFollow3D node to make nodes follow a Path3D.+ 
 +  - Can be drawn in the editor or generated procedurally. 
 +  - PathFollow3D node to make nodes follow a Path3D.
  
 - 3D geometry helper class. - 3D geometry helper class.
  
 3D physics 3D physics
-^^^^^^^^^^+ 
 +|
  
 **Physics bodies:** **Physics bodies:**
  
-- Static 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.
-- 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:** **Collision detection:**
  
-- Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics). +- 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.
-- Generate triangle collision shapes for any mesh from the editor. +
-- Generate one or several convex collision shapes for any mesh from the editor.+
  
 Shaders 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 <doc_shading_language>`. +
-- Visual shader editor.+
  
-   - Support for visual shader plugins.+- *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 <doc_shading_language>`. - Visual shader editor. 
 + 
 +  - Support for visual shader plugins.
  
 Scripting Scripting
-^^^^^^^^^+ 
 +|
  
 **General:** **General:**
  
-- Object-oriented design pattern with scripts extending nodes. +- Object-oriented design pattern with scripts extending nodes. - Signals and groups for communicating between scripts. - Support for :ref:`cross-language scripting <doc_cross_language_scripting>`. - Many 2D and 3D linear algebra data types such as vectors and transforms.
-- Signals and groups for communicating between scripts. +
-- Support for :ref:`cross-language scripting <doc_cross_language_scripting>`. +
-- Many 2D and 3D linear algebra data types such as vectors and transforms.+
  
 :ref:`GDScript: <toc-learn-scripting-gdscript>` :ref:`GDScript: <toc-learn-scripting-gdscript>`
  
 - :ref:`High-level interpreted language <doc_gdscript>` with - :ref:`High-level interpreted language <doc_gdscript>` with
-  :ref:`optional static typing <doc_gdscript_static_typing>`. +<code> 
-- Syntax inspired by Python. + 
-- Syntax highlighting is provided on GitHub. +:ref:`optional static typing <doc_gdscript_static_typing>`. 
-- :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions + 
-  or make use of multiple processor cores.+</code> 
 + 
 +- Syntax inspired by Python. - Syntax highlighting is provided on GitHub. - :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions 
 + 
 +<code> 
 +or make use of multiple processor cores. 
 + 
 +</code>
  
 :ref:`C#: <toc-learn-scripting-gdscript>` :ref:`C#: <toc-learn-scripting-gdscript>`
  
-- Packaged in a separate binary to keep file sizes and dependencies down. +- Packaged in a separate binary to keep file sizes and dependencies down. - Uses Mono 6.x.
-- Uses Mono 6.x.+
  
-   - Full support for the C# 7.0 syntax and features.+  - Full support for the C# 7.0 syntax and features.
  
-- Supports all platforms. +- Supports all platforms. - Using an external editor is recommended to benefit from IDE functionality.
-- Using an external editor is recommended to benefit from IDE functionality.+
  
 :ref:`VisualScript: <toc-learn-scripting-visual_script>` :ref:`VisualScript: <toc-learn-scripting-visual_script>`
  
-- :ref:`Graph-based visual scripting language <doc_what_is_visual_script>`. +- :ref:`Graph-based visual scripting language <doc_what_is_visual_script>`. - Works best when used for specific purposes (such as level-specific logic)
-- 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, ...):**+<code> 
 +rather than as a language to create entire projects. 
 + 
 +</code> 
 + 
 +**GDNative (C, C++, Rust, D, ):**
  
 - When you need it, link to native libraries for higher performance and third-party integrations. - 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 +  - For scripting game logic, GDScript or C# are recommended if their 
-     performance is suitable.+ 
 +performance is suitable.
  
 - Official bindings for C and C++. - Official bindings for C and C++.
  
-   - Use any build system and language features you wish.+  - Use any build system and language features you wish.
  
 - Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community. - Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community.
  
 Audio Audio
-^^^^^+ 
 +|
  
 **Features:** **Features:**
  
-- Mono, stereo, 5.1 and 7.1 output. +- Mono, stereo, 5.1 and 7.1 output. - Non-positional and positional playback in 2D and 3D.
-- Non-positional and positional playback in 2D and 3D.+
  
-   - Optional Doppler effect in 2D and 3D.+  - Optional Doppler effect in 2D and 3D.
  
 - Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects - Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects
-  with dozens of effects included. +<code>
-- 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.+with dozens of effects included. 
 + 
 +</code> 
 + 
 +- 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:** **APIs used:**
  
-- *Windows:* WASAPI. +- *Windows:* WASAPI. - *macOS:* CoreAudio. - *Linux:* PulseAudio or ALSA.
-- *macOS:* CoreAudio. +
-- *Linux:* PulseAudio or ALSA.+
  
 Import Import
-^^^^^^+ 
 +|
  
 - Support for :ref:`custom import plugins <doc_import_plugins>`. - Support for :ref:`custom import plugins <doc_import_plugins>`.
Строка 384: Строка 417:
 **Formats:** **Formats:**
  
-- *Images:* See :ref:`doc_import_images`. +- *Images:* See :ref:`doc_import_images`. - *Audio:*
-- *Audio:*+
  
-   - WAV with optional IMA-ADPCM compression. +  - WAV with optional IMA-ADPCM compression. 
-   - Ogg Vorbis.+  - Ogg Vorbis.
  
 - *3D scenes:* - *3D scenes:*
  
-   - glTF 2.0 *(recommended)*. +  - glTF 2.0 *(recommended)*. 
-   - `ESCN <https://github.com/godotengine/godot-blender-exporter>`__ +  - `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 <doc_internationalizing_games>` or :ref:`gettext <doc_localization_using_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 <doc_bbcode_in_richtextlabel>`. - 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 <class_BoxContainer>` layouts. - :ref:`Grid <class_GridContainer>` layouts. - :ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>` layouts. - :ref:`Draggable splitter <class_SplitContainer>` 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 <doc_tscn_file_format>` 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<doc_exporting_pcks>` that can be read by the engine to support mods and DLCs. Miscellaneous ^^^^^^^^^^^^^ - :ref:`Low-level access to servers <doc_using_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]]>`__
-     (direct export from Blender). +
-   - FBX (experimental). +
-   - Collada (.dae). +
-   - Wavefront OBJ (static scenes only, can be loaded directly as a mesh).+
  
-Input +are available for Bash, zsh and fish.
-^^^^^+
  
-Input mapping system using hardcoded input events or remappable input actions.+Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked 
 +<code>
  
-   - Axis values can be mapped to two different actions with a configurable deadzone. +into the engine binary.
-   - Use the same code to support both keyboards and gamepads.+
  
-- Keyboard input.+</code>
  
-   Keys can be mapped in "physical" mode to be independent of the keyboard layout.+Engine and editor written in C++03.
  
-Mouse input.+  Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC,
  
-   - The mouse cursor can be visible, hidden, captured or confined within the window. +Clang and MSVC. MinGW is also supported.
-   - 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). +  Friendly towards packagersIn most cases, system libraries can be used
-- Pen/tablet input with pressure support.+
  
-Navigation +instead of the ones provided by Godot. The build system doesn't download anything.
-^^^^^^^^^^+
  
-- A* algorithm in 2D and 3D. +<code> 
-- Navigation meshes+   Builds can be fully reproducible
-   Support for dynamic obstacle avoidance planned in Godot 4.0+ - Godot 4.0 will be written in C++17.
-- Generate navigation meshes from the editor.+
  
-Networking +</code>
-^^^^^^^^^^+
  
-Low-level TCP networking using StreamPeer and TCP_Server. +Licensed under the permissive MIT license.
-- 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.+  Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`.
  
-- High-level multiplayer API using UDP and ENet. +.. seealso::
- +
-   - 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 <doc_internationalizing_games>+
-  or :ref:`gettext <doc_localization_using_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 +<code> 
-^^^^^^^^^^+  The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository 
 +  documents features that have been agreed upon and may be implemented in 
 +  future Godot releases.
  
-Godot's GUI is built using the same Control nodes used to make games in Godot. +</code>
-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 <doc_bbcode_in_richtextlabel>`. 
-- 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 <class_BoxContainer>` layouts. 
-   - :ref:`Grid <class_GridContainer>` layouts. 
-   - :ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>` 
-     layouts. 
-   - :ref:`Draggable splitter <class_SplitContainer>` 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 <doc_tscn_file_format>` 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<doc_exporting_pcks>` that can be read 
-  by the engine to support mods and DLCs. 
- 
-Miscellaneous 
-^^^^^^^^^^^^^ 
- 
-- :ref:`Low-level access to servers <doc_using_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>`__ 
-     are available for Bash, zsh and fish. 
- 
-- Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked 
-  into the engine binary. 
-- Engine and editor written in C++03. 
- 
-   - Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` 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 <doc_ways_to_contribute>`. 
- 
-.. seealso:: 
  
-    The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository 
-    documents features that have been agreed upon and may be implemented in 
-    future Godot releases. 
lm3/ce/start.1605199288.txt.gz · Последнее изменение: 2020/11/30 14:12 (внешнее изменение)