"A game for all platforms? Tomb Raider epitomizes game development in the fall of 1996. It's fast, brash, violent, beautiful — and not available on the Mac. And now, thanks to Core Design, it's possible to be an explorer without even leaving your seat. Thanks to Tomb Raider."
"The Klingon Skins for Quake II were made using Paint Shop Pro, NST Model Viewer and, occasionally, a scanner. Warriors of the Empire are encouraged to use these skins in Deathmatches. Feel free to switch heads for your own personality but, as a courtesy, don't change the bodies too much. And don't forget to tell 'em where you got 'em. In the future (hopefully) look for skins for Klingon Honor Guard, Feddie skins (ie, targets) and Klingon Deathmatch levels for Quake II. Boarding parties to the transporter room!"
"Good news! Recently I found a motherlode of great pictures. Nearly all of them is customized by others. Just 'upgraded' this computer, added 64mb, Voodoo2 video card. It makes little good difference, although. Modem seemed to be more faster than before. Also, help me to improve my page, suggestions, comments, dislikes, etc. Contact me! New homemade shamblers pixs by Casper, Northern Command Quake clan page is now available. Currently looking for new members, Newbies and Experienced accepted." -EvIsCerAToR.
"Welcome to the complete playguide that will transform both newbies and veterans alike into Quake II Gods. No longer will you be the one at the LAN party yelling out, 'Hey! How the hell can you run that fast?' or 'Who took the megahealth? I didn't hear no-one rocketjump!' Now your computer will be the one everyone gathers around, jaws on the floor, emitting wow's and oh-my-god's at your unmatched skill and precision... Okay, maybe you'll need a little practice as well as this guide."
"The G3D Innovation Engine is a commercial-grade C++ 3D engine available as Open Source. G3D supports hardware accelerated real-time rendering, off-line rendering like ray tracing, and general purpose computation on GPUs. Its design emphasizes rapid prototyping and innovation, particularly of rendering and game algorithms. G3D provides a set of routines and structures so common that they are needed in almost every graphics program. It makes low-level libraries like OpenGL, network sockets, and audio channels easier to use without limiting functionality or performance. G3D is a carefully designed, feature-rich base on which to prototype your 3D application. The contributors span the graphics industry. The engine is primarily maintained by Morgan McGuire, Zander Majercik, and Josef Spjut at NVIDIA, Corey Taylor, and Michael Mara at Stanford University & Oculus Research. It includes contributions from professional game developers, CAD and DCC developers, students, industry researchers, and professors."