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| - | __false__ | + | ==== Документация по продукту Lambda-Mu Community Edition Version 3 ==== |
| + | |||
| + | ==== Туториалы ==== | ||
| + | |||
| + | Платформа Лямбда-Мю 3 + Android-приложение | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | |||
| + | Платформа Лямбда-Мю 3 + Godot Engine | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | |||
| + | Платформа Лямбда-Мю 3 + Unreal Engine | ||
| + | * [[: | ||
| + | |||
| + | |||
| + | === Технические характеристики === | ||
| + | |||
| + | {{: | ||
| + | |||
| + | === 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). - : | ||
| + | |||
| + | 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 : | ||
| + | < | ||
| + | |||
| + | Visual Studio Code or Vim. | ||
| + | |||
| + | </ | ||
| + | |||
| + | - GDScript : | ||
| + | |||
| + | - 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 < | ||
| + | |||
| + | </ | ||
| + | |||
| + | - 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, | ||
| + | |||
| + | **Physically-based rendering: | ||
| + | |||
| + | - Follows the Disney PBR model. - Uses a roughness-metallic workflow with support for ORM textures. - Normal mapping. - *GLES3:* Parallax/ | ||
| + | < | ||
| + | |||
| + | 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: | ||
| + | |||
| + | < | ||
| + | Supports blending between splits. | ||
| + | |||
| + | </ | ||
| + | |||
| + | - *OmniLight: | ||
| + | |||
| + | < | ||
| + | Supports colored projector textures in the form of panoramas. | ||
| + | |||
| + | </ | ||
| + | |||
| + | - *SpotLight: | ||
| + | |||
| + | **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/ | ||
| + | |||
| + | - 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 < | ||
| + | |||
| + | - Support for visual shader plugins. | ||
| + | |||
| + | Scripting | ||
| + | |||
| + | | | ||
| + | |||
| + | **General: | ||
| + | |||
| + | - Object-oriented design pattern with scripts extending nodes. - Signals and groups for communicating between scripts. - Support for : | ||
| + | |||
| + | : | ||
| + | |||
| + | - : | ||
| + | < | ||
| + | |||
| + | : | ||
| + | |||
| + | </ | ||
| + | |||
| + | - Syntax inspired by Python. - Syntax highlighting is provided on GitHub. - :ref:`Use threads < | ||
| + | |||
| + | < | ||
| + | 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. | ||
| + | |||
| + | : | ||
| + | |||
| + | - : | ||
| + | |||
| + | < | ||
| + | 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 < | ||
| + | < | ||
| + | |||
| + | 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 : | ||
| + | |||
| + | **Formats: | ||
| + | |||
| + | - *Images:* See : | ||
| + | |||
| + | - WAV with optional IMA-ADPCM compression. | ||
| + | - Ogg Vorbis. | ||
| + | |||
| + | - *3D scenes:* | ||
| + | |||
| + | - glTF 2.0 *(recommended)*. | ||
| + | - `ESCN < | ||
| + | |||
| + | are available for Bash, zsh and fish. | ||
| + | |||
| + | - Support for :ref:`C++ modules < | ||
| + | < | ||
| + | |||
| + | into the engine binary. | ||
| + | |||
| + | </ | ||
| + | |||
| + | - Engine and editor written in C++03. | ||
| + | |||
| + | - Can be : | ||
| + | |||
| + | 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' | ||
| + | |||
| + | < | ||
| + | | ||
| + | - Godot 4.0 will be written in C++17. | ||
| + | |||
| + | </ | ||
| + | |||
| + | - Licensed under the permissive MIT license. | ||
| + | |||
| + | - Open developement process with : | ||
| + | |||
| + | .. seealso:: | ||
| + | |||
| + | < | ||
| + | The `roadmap < | ||
| + | documents features that have been agreed upon and may be implemented in | ||
| + | future Godot releases. | ||
| + | |||
| + | </ | ||