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with shadows for static lighting, with builtin lightmap compiler supporting curved surfaces, adaptive multi-sampling, and ambient occlusion
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Editing cubes on all six sides (including pushing/pulling faces/corners, etc.) within octree world structure
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Environment mapping for level geometry and models (with custom or automatically generated environment maps)
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Mixed client-side/server-side gameplay code to mitigate cheating without affecting performance
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DOT3 lightmap / radiosity lightmap for normal-mapped diffuse and specular lighting
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Material system for volumes of water, lava, glass, clipped, and not-clipped
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by removing items or incorporating them into the text of the article.
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engine features numerous improvements to its predecessor, the
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Automatic occlusion culling via hardware occlusion queries
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OpenGL renderer architected for large geometry throughputs
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Optimized networking code (less lag and bandwidth usage)
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167:"Master mode" allowing players to control the server
215:3D user interface (menus are objects in the world)
164:Separation of the gameplay and engine source code
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119:New physics (notably, bouncing grenades,
113:New weapons (pistol and grenade launcher)
170:Voice announcements for gameplay events
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104:Heightmap editing system for terrain
95:Removes room-over-room limitations
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199:MD2 & MD3 model support with
91:engine, the most notable being:
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221:Server-side demo recording
212:Automatic team selection
116:New game mode (capture)
64:clean up the lists
18:User:Noerrorsfound
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190:Reflective glass
156:Parallax mapping
123:, and explosion
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152:Normal mapping
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58:embedded lists
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62:Please help
46:may contain
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54:information
27:Game engine
182:refraction
178:reflection
48:unverified
108:Lightmaps
72:July 2007
186:caustics
142:assembly
138:shaders
176:Water
131:Vertex
125:debris
85:Cube 2
135:pixel
16:<
154:and
146:GLSL
144:and
133:and
121:gibs
89:Cube
83:The
56:in
50:or
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.