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lm3:ce:start [2020/12/08 18:22]
ruben
lm3:ce:start [2020/12/08 20:14] (текущий)
ruben
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-__false__+==== 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:: 
 +<code> 
 + 
 +  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>`__ 
 +  are available in the latest development version (4.0). 
 + 
 +</code> 
 + 
 +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 <doc_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 <doc_external_editor>` such as 
 +<code> 
 + 
 +Visual Studio Code or Vim. 
 + 
 +</code> 
 + 
 +- GDScript :ref:`debugger <doc_debugger_panel>`. 
 + 
 +  - 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 
 + 
 +<code> 
 +: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 
 + 
 +
 + 
 +**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 
 +<code> 
 + 
 +the transparent pipeline. 
 + 
 +</code> 
 + 
 +- 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. 
 + 
 +<code> 
 +Supports blending between splits. 
 + 
 +</code> 
 + 
 +- *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). 
 + 
 +<code> 
 +Supports colored projector textures in the form of panoramas. 
 + 
 +</code> 
 + 
 +- *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. 
 + 
 +<code> 
 +Parallax correction can optionally be enabled. 
 + 
 +</code> 
 + 
 +- *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 
 + 
 +<code> 
 +(to match the sun color). 
 + 
 +</code> 
 + 
 +- 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: 
 + 
 +<code> 
 +Screen, Soft Light, Add, Replace. 
 + 
 +</code> 
 + 
 +- 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 <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. 
 +  - 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 <doc_shading_language>`. - 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 <doc_cross_language_scripting>`. - Many 2D and 3D linear algebra data types such as vectors and transforms. 
 + 
 +:ref:`GDScript: <toc-learn-scripting-gdscript>
 + 
 +- :ref:`High-level interpreted language <doc_gdscript>` with 
 +<code> 
 + 
 +:ref:`optional static typing <doc_gdscript_static_typing>`. 
 + 
 +</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>
 + 
 +- 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: <toc-learn-scripting-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) 
 + 
 +<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. 
 + 
 +  - 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 <doc_audio_buses>` and effects 
 +<code> 
 + 
 +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:** 
 + 
 +- *Windows:* WASAPI. - *macOS:* CoreAudio. - *Linux:* PulseAudio or ALSA. 
 + 
 +Import 
 + 
 +
 + 
 +- Support for :ref:`custom import plugins <doc_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 <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]]>`__ 
 + 
 +are available for Bash, zsh and fish. 
 + 
 +- Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked 
 +<code> 
 + 
 +into the engine binary. 
 + 
 +</code> 
 + 
 +- 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. 
 + 
 +<code> 
 +   Builds can be fully reproducible. 
 + - Godot 4.0 will be written in C++17. 
 + 
 +</code> 
 + 
 +- Licensed under the permissive MIT license. 
 + 
 +  - Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`. 
 + 
 +.. seealso:: 
 + 
 +<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. 
 + 
 +</code> 
  
lm3/ce/start.1607440966.txt.gz · Последнее изменение: 2020/12/08 18:22 — ruben