page_title: 2.5D
section_title: Parallax scrolling
hierarchical_section_title: 2.5D / Computer graphics / Parallax scrolling
caption_attribution_description: English: An example of parallax scrolling using three separate 2D layers 中文（简体）‎: 利用二维图层平行滚动的一个示例
context_page_description: The two-and-a-half-dimensional perspective is either 2D graphical projections and similar techniques used to cause images or scenes to simulate the appearance of being three-dimensional when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane with a limited access to the third dimension. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.
  Common in video games, these projections have also been useful in geographic visualization to help understand visual-cognitive spatial representations or 3D visualization.
  The terms three-quarter perspective and three-quarter view trace their origins to the three-quarter profile in portraiture and facial recognition, which depicts a person's face that is partway between a frontal view and a side view.
context_section_description: Parallaxing refers to when a collection of 2D sprites or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. This depth cue is created by relative motion of layers. The technique grew out of the multiplane camera technique used in traditional animation since the 1940s. This type of graphical effect was first used in the 1982 arcade game Moon Patrol.
  Examples include the skies in Rise of the Triad, the arcade version of Rygar, Sonic the Hedgehog, Street Fighter II, Shadow of the Beast and Dracula X Chronicles, as well as in a level near the Forest of Illusion's secret exit and an unused level in Super Mario World.
caption: example of parallax scrolling