SKU: 55088530007

LEGO Technic 42153 NASCAR Next Gen Chevrolet Camaro ZL1

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Description

LEGO Technic 42153 NASCAR Next Gen Chevrolet Camaro ZL1Here's a challenging project for kids aged 9 and up who love race cars! They'll enjoy learning new skills as they build all the details of this LEGO Technic NASCAR Next Gen Chevrolet Camaro ZL1 (42153) model. Then they can explore its realistic features like the steering, opening hood and V8 engine with moving pistons. This toy model looks awesome on display too and is a great way for any NASCAR fan to celebrate their passion through play. The

Here's a challenging project for kids aged 9 and up who love race cars! They'll enjoy learning new skills as they build all the details of this LEGO Technic NASCAR Next Gen Chevrolet Camaro ZL1 (42153) model. Then they can explore its realistic features like the steering, opening hood and V8 engine with moving pistons. This toy model looks awesome on display too and is a great way for any NASCAR fan to celebrate their passion through play.

The ultimate building experience
Let the LEGO Builder app guide you and your child on an easy and intuitive building adventure as they build this NASCAR Chevy Camaro model. Zoom in and rotate models in 3D, save sets and track your progress.

An engineering challenge
LEGO Technic buildable models feature realistic movement and mechanisms that introduce LEGO builders to the universe of engineering in an approachable and realistic way.

NASCAR collectible - Kids aged 9+ who love race cars can have lots of fun building and exploring this LEGO Technic NASCAR Next Gen Chevrolet Camaro ZL1 (42153) toy set
Lots of features to discover - This Chevy Camaro model kit features steering, an opening hood and a V8 engine with moving pistons, giving kids lots to explore after the model is built
A gift for NASCAR fans - This LEGO Technic toy set makes a birthday or anytime gift idea for kids and adults who love NASCAR collectibles and motorsports
Measurements - This LEGO Technic building set measures over 3 in. (7 cm) high, 11 in. (28 cm) long and 5 in. (13 cm) wide

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SKU: 55088530007

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4.2 ★★★★★
Based on 25 reviews
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Thomas J. Shandorf
Port Orchard, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
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Verified Purchase
Sarah Sofía Ortiz Campos
Belleville, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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NS
Birmingham, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Verified Purchase
Tinkerer
Carnegie, 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
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robert thompson
Dallas, 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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