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Techno-babble from yet another babbler RSS 2.0
# Wednesday, May 18, 2005

I realize ranting is pretty juvenile. However, I have proved time and time again that I'm not above juvenile behavior (quite the opposite, I imagine). With that in mind, I have decided to actually post my rants here even though it may mean I get severely flamed and I might look like a tremendous donkey's ass. Oh well, that's the price that comes along with the territory I suppose. "If you can't stand the heat, get out of the kitchen," as my mum used to always say (okay, she only said it once; and in her defense, the house was ACTUALLY on fire at the time).

::BEGIN_OF_RANT::

You know, if I was Microsoft, and I was holding a big conference on Microsoft technology, I, for one, would not want to have one of my public facing portals to be down quite a bit. Of course, by the time you read this, it will probably already be resolved.

I've tried getting on to the site numerous times over the last week in order to prepare and make my schedule for Tech Ed. However, 90% of the time that I try to load the site, I get a big white "Cannot Find Server" page. Not only that, when I can get in, it seems that one out of every five schedule requests time out.

I may be the only one here, but I consider this unacceptable. Especially when it is hosted by the world's largest software company, and built on their own software. Is there a better way to show how absolutely infallible your software is than putting out into the world and having it fall on its face over and over (and it's not like it's suffering from the Slashdot Effect or anything).

For some reason, it brings back memories of dreams of going to school naked and having everyone laugh at me (quite the opposite of the effect that Rory had on fellow schoolmates). Or, if you will, it reminds me of several stupid Adam Sandler skits ("They're all gonna laugh at you, they're all gonna laugh at you!!!").

Please, do me one favor. You're Microsoft. You have perhaps the largest software budget in the world, and technology that I know is fully capable of large amounts of up-time. The last you could do is provide all of us with a site that a) works and b) works most of the time.

::END_OF_RANT::

Posted in Rants
 #       Comments [10]
Wednesday, May 18, 2005 1:18:49 PM (Pacific Standard Time, UTC-08:00)
From the bottom of the page
"This site Hosted for Microsoft by EventPoint, Inc."

Since the MS logo on the page would imply to most users that its a MS site your rant of course still stands.

Oh and get some game articles going again - I can't link to this rubbish :-)

Wednesday, May 18, 2005 2:24:58 PM (Pacific Standard Time, UTC-08:00)
Yeah, I noticed that when it finally came up. But like you said, most people are going to associate it with MS (like I did).

And, one more thing.... Rubbish?!?! :P. Yeah, I know. The first step is going to of course bring over the articles I already have. Although one thing that has led me to be so un-motivated to do the articles is that making 2d applications with Direct3d is almost like using a chainsaw to cut a stick of butter. It's very powerful, but is probably not necessary for most people. And considering that most people are only doing it since it is supposed to be a good "intro" into Direct3d, I figured it would probably be just as good to build a quick 3d game and get to the good stuff. With how easy game development has become with DirectX, I find no reason to jump directly to the 3d stuff. This is especially true since you have to teach quite a bit of information on 3d worlds in order to do a simple 2d game. Why not just start with a simple 3d game in the first place, yeah?
I'm still debating though whether to use shaders or not. I think it should be easy enough to do.
Wednesday, May 18, 2005 6:38:48 PM (Pacific Standard Time, UTC-08:00)
It may be rubbish I can't link to but it entertainin rubbish all the same!

I think there's a lot of value in doing 2d with 3d. Most importantly since directdraw is deprecated its now the official (only) way and there are always lots of people asking about it in the newsgroups.

But since doing 2d with 3d means learning 90% of the 3d concepts you may as well go right into 3d too.

Shaders are just not beginner topics in my opinion - you have to handle all the lighting yourself and worry about dot products etc. Most beginners are still worrying about how to turn the lights on without having to worry about the math. If you are targeting people who have already mastered the 3d basics though I think its a good area for a tutorial.



Thursday, May 19, 2005 12:03:00 AM (Pacific Standard Time, UTC-08:00)
"[...] You know, if I was Microsoft [...]"

...I thought you did work for Microsoft....
Mark
Thursday, May 19, 2005 7:58:36 AM (Pacific Standard Time, UTC-08:00)
Nope. Far from it. I did interview there once but the position wasn't a good match for me.
Thursday, May 19, 2005 8:09:48 AM (Pacific Standard Time, UTC-08:00)
I hope you don't do 3D in 3D - there is a massive lack of how-to for doing 2D in 3D the right way. There are still a lot of uses for 2D with D3D, and I hope you stick with that - I've been waiting for these articles for a long, long time :)
JJ Javoah
Friday, May 20, 2005 10:40:51 AM (Pacific Standard Time, UTC-08:00)
The thing about doing 2d in Direct3D though is that if you know how to do 3d, doing 2d is almost as simple as doing transformed vertices with an orthogonal projection. Granted, it is a little more complicated than that, but that's what it boils down to quite a bit.

The other thought about shaders is that I think with HLSL, they don't necessarily have to be advanced topics. Plus, the other reason I want to do shaders is that the fixed functional pipeline is largely antiquated. The primary way of creating games now is with Shaders. And I don't want to be teaching old technology when the new stuff isn't too complicated for basic applications.

Granted, shaders might be too complicated for the beginning programmer, but I don't think that is my audience. I do or will assume in the articles that you are a programmer with a good amount of programming experience (at least knowing OOP and the like). I think if taught right, the concepts of the most complicated subject can be taught to anyone willing to learn (there are exceptions, of course, but I think the topic of Shaders is not one of them).
Friday, May 20, 2005 5:19:24 PM (Pacific Standard Time, UTC-08:00)
Hi Jason, good to see you're getting some focus on what you want to achieve. (With this blog etc). Keep it up.

My vote would be to NOT start with shader technology. Just because even though people here are more likely to have some decent experience behind them, I think we can still get a really solid understanding of the way in which the pipeline works. This can only be good. I've flitted around the edges of game programming for some time and still find I have to really concentrate to make HLSL run, wrt setting it up to run correctly etc.

My recommendation (for what its worth :-)) is to start with a REALLY small space application that can be REALLY polished. I know this would also give you (and us) some great positive feedback on achieving something that you (and us) could be proud of. Then you (and us) can take that existing application and expand it to use HLSL. From what I've done before this SHOULDN'T be a huge step above the original code. But at least then you have a reference that you (and us) can learn from to understand the role of HLSL and what it does, how it does it and why. Then you (and us) can grow this basic application to include greater and greater functionality. Effectively mapping out a series of small, very achievable milestones that'll get everyone excited.</SERMON> Boy can you tell I've been a manager for too long. :-)

As I said, just my 2c worth.

If you need any assistance to make this all a reality I'm sure there are plenty of people here willing to throw in a hand (hopefully not literally (literally == for real)).

Andre
Friday, May 20, 2005 9:32:22 PM (Pacific Standard Time, UTC-08:00)
Andre, I love your idea! How does this sound, do the whole thing with the fixed function pipeline. However, as extra credit (or an encore or something), perhaps just have a quick "taste" of HLSL by showing what steps to do to go down that road and leave further exploration as an exercise to the reader? Hm, I didn't think about doing it that way. That would certainly solve the problem I was having of not being able to have a "working" application until quite the number of articles into it.

Thanks!
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