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    p a g e with its long-dated 8088 cycle counts but a lotf useful perspectives, son theCD. Add to that themost recent 20 000 words of Quake material, andyou have most of what Ive learned over the past decade in one neat package .Im delighted to have all this materia l in print n a single place, because overthe past ten years Ive run into a lot of people who have found my writingsuseful-and a lot more ho would like to read them, but couldnt find them.Its hard t keep programming material (especially stuff that started o ut ascolumns) in print for ery long, and would like to thank The Coriolis Group,and particularly my good friend Jeff Duntemann (without whom not onlythis volume but pretty much my entire writing career wouldnt exist), forhelping me keep his material available.Id also like to thank JonErickson, editor of 7: obbs both for encourage-ment and general good cheer and foriving me a place to write whatever Iwanted about realtime3-D. It still amazes me that Iwas able to find time towrite a column every two months during Quakes development, and if Jonhadnt made ito easy and enjoyable, it couldever have happened .Id also like to thank Chris Hecker and Jennifer Pahlka of the ComputerGame DevelopersConference, withoutwhose encouragement , nudging, andoccasional well-deserved nagging there is no chance I would ever have writ-ten a paper for the CGDC-a pape r that ende d up bein g the mos tcomprehensive overview of the Quake technology thatsver likely to be writ-ten, andwhich appears in these pages.I don t have much else to say that hasnt already been said elsewhere inthis book, in on e of the introductions to the previous volumes or in oneof the astonishingly large number of chap ters . s youll see as you read,its been quite a decade for microcomputer programmers, andhave beenextremely fortunate to not only be a partf it, but to be able to chroniclepart of it as well.And the next decade s shaping up o be justas exciting

    M icha el AbrashBellevue, WashingtonMay 1997

    Introduction

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