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What happened to Rastertek?

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For some reason everything has been wiped off the site. No more tutorials to be found. Anyone know? I need to get hold of their terrain lighting tutorial...

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He better get that site back up and running again - that was weird! I checked and like you said everything was wiped. I'm going to cry now - there was no explaination just vanished like a ninja.

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Don't ask how I found him either lol! I have my secretive ways

 

 

A WHOIS Domain lookup can do wonders. Already mailed him too. biggrin.png

 

PS: sorry for the duplicate post I made earlier. That was literally a panic post.

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You're a Ninja too! :D  Any word yet? If not I can use the webarchive url post. It doesn't expire til Novemeber 2014 - perhaps he's redesgning the site??

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Everything is on archive.org... except the zipped source code & project files.

I have everything from DX11 Terrain tutorials and from 1 - 25 of the DX11 basic tutorial.

If anyone has 26 - 50 I'm ready to swap.

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If someone needs the dx11 base and terrains C++ sources, here are the conversions from d3dx to DirectXMath I did some time ago, the project and the solution files are in VS2013 format: http://1drv.ms/1BP63MU

 

Please note that code is provided "as is", and I didn't add particular stuffs except the math library conversions and some aligned allocations due __m128 use in XMMatrix and XMVector (sometimes even useless aligned allocations, but they still work rolleyes.gif ).

 

If you have issues opening the archive, please use the last preview of 7zip http://www.7-zip.org/

 

If you don't have Visual Studio 2013 you can install the express desktop version for free, or you can recreate manually the solution and the project files.

 

 

EDIT: I forgot to mention that those projects use DirectXTK as static library in the Texture class (I used DDSTextureLoader). https://directxtk.codeplex.com/

 

You need to link the library to the project, the default path I used is ..\..\..\DirectXTK\Bin\Desktop_2013\$(Platform)\$(Configuration)

Edited by Alessio1989

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I was disappointed to find out the site was gone. Hopefully it will be restored. I did archive a few months ago, but I lost it due to ubuntu overwriting my whole hard drive.

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Apparently the guy from twitter told me the person doing the tutorials permently  stopped. Just completely stopped creating the tutorials. Here's my conversation snipplet of the conversation below.

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It's sad that the site was deleted/the guy stopped doing the tutorials :/ I would of thought that if it was only the guy stopping making the tutorials that he could keep up the site still and just put a little side note saying these tutorials have been discontinued.

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Problem is a site costs money to keep up, even if it isn't much. I'm guessing it wasn't worth his effort to keep it up. or maybe he was just having a bad day biggrin.png

Edited by iedoc

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BIG thanks to Alessio1989, Fredericvo and lightxbulb, the files you shared are invaluablelaugh.png .

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Thank you to those who shared their copies. I'm trying to find the Terrain source files. I have all the DirectX10 base tutorials (files and source in VS2010 format). I'd share but don't know a good place to put them. I also just finished getting all those files to coexist in one project (my way of learning).

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I need to always expand my skills so I may be converting rastertek tutorials everything into DirectX11.1 and openGL. When fully finished I'll send the link to anyone who will needed the tutorials. Sounds cool?

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I need to always expand my skills so I may be converting rastertek tutorials everything into DirectX11.1 and openGL. When fully finished I'll send the link to anyone who will needed the tutorials. Sounds cool?

It does to me. He had an openGL tutorial as well but it didn't go as far as DX11.

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What kind of issue do you have compiling the projects?

First - strange lines:

#include <DirectXMath.h>
using namespace DirectX;

 

OK, I replaced it with:

#include <xnamath.h>

 

Second - D3DCompileFromFile not found. MSDN says it's from d3dcompiler.h file, but there's no such function

Of course, as a last resort, shaders can be loaded manually and compiled with D3DCompile :)

Edited by Vladimir128

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