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CurseForge is a service created by Curse that hosts user generated content such as plugins, add-ons and mods for video games. CurseForge hosts content for Minecraft: Java Edition, World of Warcraft, The Sims 4, StarCraft II, and Kerbal Space Program, among other games. It is currently owned and operated by Overwolf. CurseForge offers authors ...
The popularity of Minecraft mods has been credited for helping Minecraft become one of the best-selling video games of all time. The first Minecraft mods worked by decompiling and modifying the Java source code of the game. The original version of the game, now called Minecraft: Java Edition, is still modded this way, but with more advanced tools.
FortressCraft is a video game by British indie developer Projector Games, released on Xbox Live Indie Games on April 8, 2011. FortressCraft cites Minecraft, Infiniminer and Dwarf Fortress as direct inspirations for the design aspect of the game. [1]
Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.
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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.