SKU: 7595866616

Fits Chevy C2500/K2500 C3500 /Tahoe(88-00) N3 Front Shocks 1-2" 23225_J

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Description

Fits Chevy C2500/K2500 C3500 /Tahoe(88-00) N3 Front Shocks 1-2" 23225_JN3 Front Shocks 1 2" Chevy GMC SUV 1500 Yukon 4WD (1992 1999) Improve your on and off road ride quality with Rough Country's premium N3 shocks! These 10 stage variable valving, high pressure Nitrogen charged shocks offer a fantastic blend of off road action and smooth highway ride quality. With a durable 18mm spring loaded piston rod and faster cooling 54mm shock body, this shock offers up to 36kN Tensile Strength for a long lifespan of impressive

N3 Front Shocks - 1-2" - Chevy/GMC SUV 1500/Yukon 4WD (1992-1999)

Improve your on and off-road ride quality with Rough Country's premium N3 shocks! These 10-stage variable valving, high-pressure Nitrogen charged shocks offer a fantastic blend of off-road action and smooth highway ride quality. With a durable 18mm spring-loaded piston rod and faster-cooling 54mm shock body, this shock offers up to 36kN Tensile Strength for a long lifespan of impressive vibration dampening. Features natural rubber bushings and an eye-catching metallic silver paint.


Features:

  • 10-Stage Variable Valving
  • Metallic Silver Paint
  • 3-year Manufacturer's Warranty
  • High Pressure Nitrogen Charged
  • 35mm Piston
  • Chromed Hardened 18mm Piston Rod
  • 54mm Shock Body to dissipate heat faster
  • 36kN Tensile Strength
  • Spring Loaded Piston Rod Seal
  • Military Spec Fluid Rated To -40 C
  • Rubber bushings for better absorption

Application:

Year Make Model Submodel
1994-2000 Chevrolet C2500 Base
1994-2000 Chevrolet K2500 Base
1994-2000 Chevrolet K3500 Base
1999-2000 Chevrolet K2500 LS
1999-2000 Chevrolet K3500 LS
1999-2000 Chevrolet C2500 LS
1994-2000 GMC K3500 Sierra SL
1988-2000 GMC K3500 Sierra SLE
1994-2000 GMC K3500 Sierra SLT
1995-1999 Chevrolet Tahoe Base
1999-1999 GMC Yukon Denali
1995-1999 Chevrolet Tahoe LS
1995-1999 Chevrolet Tahoe LT
1992-1999 GMC Yukon SLE
1995-1999 GMC Yukon SLT
1992-1998 Chevrolet K1500 Suburban Base
1988-1998 Chevrolet C2500 Cheyenne
1988-1998 Chevrolet K2500 Cheyenne
1988-1998 Chevrolet K3500 Cheyenne
1997-1998 Chevrolet K1500 Suburban LS
1988-1998 Chevrolet C2500 Silverado
1988-1998 Chevrolet K2500 Silverado
1988-1998 Chevrolet K3500 Silverado
1994-1998 Chevrolet C2500 WT
1994-1998 Chevrolet K2500 WT
1996-1997 Chevrolet K1500 Suburban LT
1996-1997 GMC Yukon SL
1992-1995 GMC Yukon Base
1994-1994 Chevrolet K1500 Suburban Silverado
1992-1994 GMC Yukon Sport
1993-1993 GMC Yukon GT
1988-1993 GMC K3500 Sierra
1988-1993 GMC K3500 Sierra SLX
1988-1992 Chevrolet C2500 Scottsdale
1988-1992 Chevrolet K2500 Scottsdale
1988-1992 Chevrolet K3500 Scottsdale
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SKU: 7595866616

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Tinkerer
Fort Morgan, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
R
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robert thompson
Belleville, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Birmingham, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Verified Purchase
Joan Rubio
Dallas, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lexington, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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