auto_ptr was effectively split into std::unique_ptr and std::shared_ptr. The problem was that before C++11, there wasn't a way to distinguish between copy assignment and move assignment.
"Listen, regardless of which Byzantine fault tolerance protocol you pick, Twitter will still have fewer
than two nines of availability. As it turns out, Ted the Poorly
Paid Datacenter Operator will not send 15 cryptographically
signed messages before he accidentally spills coffee on the air
conditioning unit."
You can make a Turing machine that contains self-destruct circuitry which destroys all moving parts upon halting. The resulting pattern will be a (pseudo) still life.
I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.
"Unfortunately for John, the branches made a pact with Satan and quantum mechanics [...] In exchange for their last remaining bits of entropy, the branches cast evil spells on future generations of processors. Those evil spells had names like “scaling-induced voltage leaks” and “increasing levels of waste heat” [...] the branches, those vanquished foes from long ago, would have the last laugh."
They're not const because of backwards compatibility. Const correctness in C is a lot weaker than the way C++ enforces it, letting you implicitly cast it away in a lot of cases.