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A Minecraft mod is a mod that changes aspects of the sandbox game Minecraft. Minecraft mods can add additional content to the game, make tweaks to specific features, and optimize performance. Thousands of mods for the game have been created, with some mods even generating an income for their authors.
Mod packs are groups of mods put into one package for download, often with an auto-installer. A mod pack's purpose is to make it easier for the player to install and manage multiple mods. [73] Mod packs may be created with the purpose of making the original game more accessible to new players or to make the game harder for veterans to enjoy.
The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as well as interactive simulations. [ 7 ] [ 8 ] The engine has been adopted by industries outside video gaming, such as film , automotive , architecture , engineering , construction , and the United States Armed Forces .
Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects. [1] It also supports wrapping effects such as translation and reflection. [2]
In 3D graphics, a pixel shader alone cannot produce some kinds of complex effects because it operates only on a single fragment, without knowledge of a scene's geometry (i.e. vertex data). However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the screen and nearby pixels if the contents of the entire ...
Some 2.5D games, such as 1993's Doom, allow the same entity to be represented by different sprites depending on its rotation relative to the viewer, furthering the illusion of 3D. Fully 3D games usually present world objects as 3D models , but sprites are supported in some 3D game engines , such as GoldSrc [ 17 ] and Unreal , [ 18 ] and may be ...
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In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.