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These features can readily be seen within the game with many bright and active surfaces in each map and even on character models. The graphical technology of the game is based tightly around a "shader" system where the appearance of many surfaces can be defined in text files referred to as "shader scripts." Shaders are described and rendered as several layers, each layer contains a texture, a "blend mode" which determines how to superimpose it over the previous layer and texture orientation modes such as environment mapping, scrolling, and rotation. Id Tech 3 introduced spline-based curved surfaces in addition to planar volumes, which are responsible for many of the surfaces present within the game. The engine does not include a software renderer. Unlike most other game engines released at the time-including its primary competitor, Unreal Tournament, id Tech 3 requires an OpenGL-compliant graphics accelerator to run. This required the users to upgrade their PCs, a trend that would repeat itself over the next decade, time and time again. Some of them were the support of a shader system, loading character models in three parts for more flexible animations, and last but not least, a hardware accelarated renderer. id Tech 3 introduced some state-of-the-art features back when it was developed. Id Tech 3 originally debuted with Quake III: Arena and was further extended and enhanced during the developments of Quake III: Team Arena and Heavy Metal F.A.K.K. Successor id Tech 4 was derived from id Tech 3. While id Tech 3 is based on id Tech 2 a large portion of the code was rewritten.
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Jedi Knight is one of those game that using the Id Tech 3 engine for the graphic.
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Quake 3 Arena is one of first game featuring Id Tech 3 Engine.
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