Classifier Instance:

Anchor text: Quake
Target Entity: Quake_\u0028video_game\u0029
Preceding Context: The shareware version of Descent was released in December 1994 with the full version released three months later, just over a year after id Software's Doom (December 1993). Like most games of its era, Descent uses a software renderer, because mainstream 3D graphics accelerator cards did not exist at the time. However, while most of its contemporaries—Doom included—use sprites, to render enemies, Descent renders enemies in full 3D using polygon meshes, a technique employed by
Succeeding Context: three years later. (However, Descent does use sprites for power-ups and the hostages.) Unlike Doom and Quake, Descent does not use BSP trees for visibility culling (to speed up rendering), instead taking advantage of the game's use of collections of cubes to form rooms and tunnels. This system was very efficient, and made possible one of the first true 3D textured environments in a video game. On lower-end systems, detail levels could be reduced to cut out some of the smaller polygons on robots and render solid color blocks in place of textures on distant walls and across passageways in the distance.
Paragraph Title: Rendering
Source Page: Descent (video game)

Ground Truth Types:

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Predicted Types:

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yagoGeoEntity-4.054779143015887 0
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|  |  |---wordnet_social_event_107288639
|  |  |  |---wordnet_contest_107456188
|  |  |  |  |---wordnet_tournament_107464725
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