Jumping Flash!, which used the same game engine but adapted it to place more emphasis on the platforming rather than the shooting. The Jumping Flash! series continued to use the same engine.Dark Forces, released in 1995 by LucasArts, has been regarded as one of the first "true 3-D" first-person shooter games. Its engine, the Jedi Engine, was one of the first engines to support an environment in three dimensions: areas can exist next to each other in all three planes, including on top of each other (such as stories in a building). Though most of the objects in Dark Forces are sprites, the game does include support for textured 3D-rendered objects. Another game regarded as one of the first true 3D first-person shooter is Parallax Software's 1994 shooter Descent. The Quake engine (Quake, 1996) used fewer animated sprites and used true 3D geometry and lighting, using elaborate techniques such as z-buffering to speed up the rendering. Quake was also the first true-3D game to use a special map design system to preprocess and pre-render the 3D environment: the 3D environment in which the game took place (referred for the first time as a Map) was simplified during the creation of the map to reduce the processing required when playing the game. Static lightmaps and 3D light sources were also added in the BSP files storing the levels, allowing for more realistic lighting. The first Graphics processing units appeared in the late 1990s, but many games still supported software rendering at that time. id Tech 2 (Quake II, 1997) was one of the first games to take advantage of hardware accelerated graphics (id Software later reworked Quake to add OpenGL support to the game). GoldSrc, the engine derived from the Quake engine by Valve for Half-Life (1998), added Direct3D support, and a skeletal framework to better render the NPCs, and also greatly improved the NPCs artificial intelligence (AI) compared to the Quake engine. Late 1990s: Full 32-bit color, and GPUs become standard This period saw the introduction of the first video cards with Transform, clipping, and lighting (T&L). The first card with this innovative technology was the GeForce 256. This card was superior to what 3dfx had to offer at the time, namely Voodoo3, which only fell short because the lack of T&L. Companies such as Matrox with their G400, and S3 with their Savage4 were forced to withdraw from the