Strip comments and inline ids onto h*

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James Gregory 2013-12-30 15:11:04 +11:00
commit 0f5f617adb
362 changed files with 2519 additions and 6694 deletions

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<meta name="vspubdate" content="07/01/97" />
<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Quake: A Post-Mortem and a Glimpse into the Future</title><!-- HEADER -->
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<!--ISBN=1576101746//-->
<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Quake: A Post-Mortem and a Glimpse into the Future</title>
<meta name="chapter" content="70" />
<meta name="pages" content="1293-1285" />
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<p>By the way, Quake 2 is currently being developed as a native Win32 app only; no DOS version is planned.</p>
<h3><a id="Heading21"></a>Looking Forward</h3>
<h3 id="Heading21">Looking Forward</h3>
<p>In my address to the Computer Game Developer&rsquo;s Conference in 1996, I said that it wasn&rsquo;t a bad time to start up a game company aimed at hardware-only rasterization, and trying to make a game that leapfrogged the competition. It looks like I was probably a year early, because hardware took longer to ship than I expected, although there was a good living to be made writing games that hardware vendors could bundle with their boards. Now, though, it clearly is time. By Christmas 1997, there will be several million fast accelerators out there, and by Christmas 1998, there will be tens of millions. At the same time, vastly more people are getting access to the Internet, and it&rsquo;s from the convergence of these two trends that I think the technology for the next generation of breakthrough real-time games will emerge.</p>
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<div align="center">
Graphics Programming Black Book &copy; 2001 Michael Abrash
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