Remove colour attributes from body and strip most of the font tags out
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362 changed files with 1632 additions and 1706 deletions
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@ -24,7 +24,7 @@
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<!--CHAPTER=Introduction//-->
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<!--PAGES=xxxiii-xxxiv//-->
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//--></HEAD><BODY LINK=#0000FF ALINK=#000099 VLINK=#0000FF BGCOLOR=#FFFFFF>
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<!--UNASSIGNED2//--></HEAD><body>
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<CENTER>
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<TABLE BORDER>
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@ -36,7 +36,7 @@
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</TABLE>
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</CENTER>
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<P><BR></P>
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<H2><A NAME="Heading1"></A><FONT COLOR="#000077">Introduction</FONT></H2>
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<H2><A NAME="Heading1"></A>Introduction</H2>
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<P>What was it like working with John Carmack on Quake? Like being strapped onto a rocket during takeoff—in the middle of a hurricane. It seemed like the whole world was watching, waiting to see if id Software could top Doom; every casual e-mail tidbit or conversation with a visitor ended up posted on the Internet within hours. And meanwhile, we were pouring everything we had into Quake’s technology; I’d often come in in the morning to find John still there, working on a new idea so intriguing that he couldn’t bear to sleep until he had tried it out. Toward the end, when I spent most of my time speeding things up, I would spend the day in a trance writing optimized assembly code, stagger out of the Town East Tower into the blazing Texas heat, and somehow drive home on LBJ Freeway without smacking into any of the speeding pickups whizzing past me on both sides. At home, I’d fall into a fitful sleep, then come back the next day in a daze and do it again. Everything happened so fast, and under so much pressure, that sometimes I wonder how any of us made it through that without completely burning out.
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</P>
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<P>At the same time, of course, it was tremendously exciting. John’s ideas were endless and brilliant, and Quake ended up establishing a new standard for Internet and first-person 3-D game technology. Happily, id has an enlightened attitude about sharing information, and was willing to let me write about the Quake technology—both how it worked and how it evolved. Over the two years I worked at id, I wrote a number of columns about Quake in <I>Dr. Dobb’s Sourcebook</I>, as well as a detailed overview for the 1997 Computer Game Developers Conference. You can find these in the latter part of this book; they represent a rare look into the development and inner workings of leading-edge software development, and I hope you enjoy reading them as much as I enjoyed developing the technology and writing about it.</P>
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@ -59,7 +59,7 @@
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<hr width="90%" size="1" noshade>
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<div align="center">
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<font face="Verdana,sans-serif" size="1">Graphics Programming Black Book © 2001 Michael Abrash</font>
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Graphics Programming Black Book © 2001 Michael Abrash
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</div>
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<!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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<!-- reference_subfoot = footer -->
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