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(triplebuffer) Make the best DirectX tutorial site around. Need 1 programmer.


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#1 bladder

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Posted 04 January 2006 - 08:11 AM

Hey guys. I used to run a DirectX tutorial website called Triple Buffer, and as a tutorial site it went quite far, but I lost interest a long time ago and havent updated for more then a year. For some reason my fire got rekindled recently and I created a plan to turn Triple Buffer into the best online DirectX tutorial website. If anyone is willing to form a partnership with the site (i.e. it will become *our* site instead of *my* site, I'm talking 50/50 partnership), then you can email me at ali at devmaster dot net.

Please take a little bit time out to read the plan document before sending me any email. There's more to this partnership then I can explain. The doc will explain eveything perfectly.

If you are interested then keep in mind that:

- You should know your way around the C++ DirectX API - preferably 9, but 8's ok too.
- C++ should be your mother tongue.
- You should have very good English writing skills.

We will be doing the following:

- Writing tutorials
- Designing and implementing the Triple Buffer common framework.
- Eventually making a game (but tutorials are top priority)

There will be no compensation for this. It is a project purely for the game development community. And the eventual release of our super hit game, or something. As you can see, I've done something like this before and this time I want to do it bigger and better.

Thanks.

#2 ProgramWizard

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Posted 04 January 2006 - 11:59 AM

Count me in. I've been looking for a project to work on. :yes:

Sent an email to ali at devmaster dot net [spam bots dude...]
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#3 SpreeTree

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Posted 04 January 2006 - 09:42 PM

This sounds like a really interesting project. Unfortunatly I am planning on changing careers in the next month or so, so I can't help you out.

Of course, if your still looking for help in the future...

Hope you find someone to help you out, and its a real success, there is a real need for a good DX centred site...

Spree

#4 haxorphreak

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Posted 05 January 2006 - 03:02 AM

I'd love to, but I doubt I'm experienced enough.
Is this a 2-person thing or is it open to as many as possible?
If you're happy and you know it clap your hands...

#5 bladder

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Posted 05 January 2006 - 05:44 AM

2 person thing as far as I can tell. Though I won't refuse people contributing tutorials after the base tutorials get kicked off (if that's what you meant).

#6 wazoo

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Posted 07 January 2006 - 07:33 AM

If I could "share" the linkage (ie. post a link to them from my own site) then I volunteer my services..

#7 darkelf2k5

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Posted 21 January 2006 - 05:41 AM

When reworking tutorials, based on a few forum discussions, I suggest leaving out assembly shaders and fixed function pipeline entirelly, in preparation for DX10.

As we know, those two things won't be supported anymore by default, and all of todays old dx tutorials discusses them in a way anyway. Thus, IMHO all other stuff like lighning and materials related to FFP, and stuff you can set in effect files like render states should be introduced in effects immediately, except a few important hard-coded renderstate.

Also, it might be interesting to part with the old ways, and introduce a smart-pointer for DX interfaces. I did it and it works like magic. No more Release(), no lost resources.

An other nice thing, related to framework, is to create a powerful Quad drawing/manipulating engine. If you think about it, everything else except game objects, and terrain can be implemented by quads. Particle, billboard, interface. Thus, by creatng a powerful quad engine, all these functionality could be made to be easily portable, since you have to only change the quad-drawing implementation. ID3DXSprite and ID3DXFont is very easy, but takes away most from the graphics portability.

Last, but not least, about ID3DXSprite and ID3DXFont. They make our lives a lot easier, and it seems in DX10 they keep the interace layout almost entirelly, thus making this part of the porting from DX9 to DX10. Explore and introduce these two interfaces as thoroughly as possible, because as easy as they are, there are always posts about in in the forums, even now.

Cheers

#8 bladder

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Posted 21 January 2006 - 09:15 PM

Quote

When reworking tutorials, based on a few forum discussions, I suggest leaving out assembly shaders and fixed function pipeline entirelly, in preparation for DX10.

This is something that actually crossed my mind a few times. Does anyone else feel the same way?

#9 Onikhaosifix

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Posted 21 January 2006 - 09:55 PM

ProgramWizard said:

Count me in. I've been looking for a project to work on. :yes:

Sent an email to ali at devmaster dot net [spam bots dude...]

No offense but do you actually know DirectX 9?





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