   TripleBuffer seeking team. DirectX/C++ work.
  Hello,I started the TripleBuffer website over 4 years ago. The goal was to help people to learn DirectX while I myself learnt how to get through it and to develop a game on the side. It died a couple of years back. A few months ago I decided to redo the whole thing. This time the main goal would'nt be to learn, so the tutorials could have much more quality (since I'll know what I'm writing about this time :). The new site is done, the tutorial system is up in place, the team coordination systems are up in place (a blog, a forum and an svn server) and a few tutorials have been written.The goalsThis is a purely hobby based effort. What you'll essentially be is the *other half* (or other third/quarter depending on how many team members we get) of triplebuffer software. The main thing is to get the tutorials going and develop the common library for them.One thing to note is that we are only dealing with the programmable pipeline of d3d, no fixed function stuff. So familiarity with that is a must.All team members will get a page of their own with their own personal blog to write in. You can put up your own projects there and show off your own personal stuff as well. The main site will have *our* stuff.Eventually, I want to dabble in other things - casual games, engines, bigger games, etc. But for now, I want to get the tutorial writing department of TripleBuffer in place first.Here's our path:tutorials/articles -> build community -> release some original casual games -> build more community -> develop engine on the side (and release with source of course) -> make big game with already existing engine (ala C4/Torque)What you'll get out of this- Self satisfaction.- You'll learn A LOT. I actually learnt a few new things while making the intro to D3D tutorial! - Respect. People will look up to you as you'll be teaching them. You'll have a lot of responsibility with this as well because you have to keep the tutorials of high quality. You have little room for error.- Good on your portfolio. If the site does really well and people really like the work and tutorials, then it'll help you get a job in the games industry.- Experience. You'll get a lot of experience in technical writing, DirectX, C++ programming and game development. - A game dev family. The triplebuffer team so to speak, who respects and helps each other out whenever wherever.Required personsHere's a list of the requirements you have to meet before being able to join:- Very good at C++. There can be no bending on this one. You have to have spent a significant amount of time programming in C++.- Intermediary level with the DirectX 9 SDK. Preferably more then just D3D. DAudio and DInput will give you more points. You don't have to be brilliant with DX, but you should know how to find out how to get things done by yourself.- Good writing skills. Very good English is a must, and you should enjoy writing a little bit at least.- Decent experience with the Win32 Platform Library.- Familiarity with vertex and pixel shaders: This includes having used them personally before (in direct3d)Types of tutorialsOne thing you should keep in mind is that you're not going to be writing small little tutorials that just show the code of how to do something. You're going to go much deeper then the usual DX/Windows tutorials out there (that's actually what'll make you learn new stuff you thought you already knew). For example the usual intro to d3d tutorial would go something like this:- what d3d is- what include files you need- first create a deivce (explain device creation).- (maybe) a little bit on enumeration- clear the screen like this- present- shutdown d3d (explain the Release() funciton)All the above come with parameter explanations of course.*our* d3d tutorial would go something like this:-Introduction: what tutorial will show-definitions: vertex, pixel, few others-architecture: how d3d interacts with system, relationship between d3d objects,some analogies. Steps involved in using d3d (without any code)- color: some information on how color is represented in d3d- 3d data: how primitives are represented and how the graphics card handlesthem. Different types of primitives- rendering pipeline: what happens after primitives are sent in. What phases itgoes through, brief explanation of all phases. DIfference between programmableand fixed pipeline- double buffering: why is it usefule, what is it, how it works.- depth buffering: what is it, why we need it, how it works.- code: code for a hello world d3d app. This is where the "average" tutorial kicks inSo as you can see, depth of understanding is top priorityMore infoYou can check out the plan for more information.The tutorials are quite packed with information and the explanations are revised thuroughly and then are edited by Eric Yuzwa.There is also a more detailed "tutorial list" available here (Note: this is on my home pc and it may be down from time to time)And finally you can see the site here. Check out the first tutorial that we've released - Introduction to Windows. It'll give you some idea of the quality of work I'm aiming (and expecting) for a small tutorial like that. And then there's the Math primer which will show you the quality I'm expecting from a slightly bigger topic.How to applySend an email to  or reply to this post *after* reading the plan document.In the email or your forum reply, please include the following:1) If you have part of this community or any other then include your nickname on various message boards so I can check out your profile. 2) If you have a personal website include that. 3) List your favourite games and some vague reason as to why you love them (yes vague is fine).4) If you have any published articles online then give me links to those.5) If you have worked on a previous project(s) or team(s) before then mention those (provide links if available)6) Why you want to become part of TripleBuffer.7) How much time you can commit per week - best guess.8) Are you in university right now, or school? Or neither and working. Or not doing anything?9) How long would you say it would take you to write up a single tutorial (of good quality) - again, best guess. Give 2 estimates, one for a tutorial like the Intro to Windows (small tutorial) and another for a tutorial like Math Primer (much bigger tutorial).10) Rate yourself out of 10 with C++.11) Rate yourself out of 10 with Direc3D (based on familiarity with the API)Please answer all above questions when you apply. Based on your information on the above, I may or may not ask you some more questions. Then I'll ask for some samples to see your coding quality and fi you have any demos avaiable for me to look at. After that's done, you will be asked to pick a tutorial form the topics list, give an estimate on how long you will finish it it and do it. This will help you see whether or not you want to stay on with us or not (writing tutorials i not as easy as it may seem - especially since we'll be pushing for quality). This will also let us see how well you write and explain things, and what kind of quality you can bring. Even if your quality is not upto par, but we feel that we can work with you (guide you a bit to get it upto par), then that's cool too.Further questionsIf you have any further questions then please email me or you can ask here on this thread.Thank you.   