I'm trying to assemble a list of things to write about for my tutorials (I'm thinking about it more and more seriously everyday). I don't think I want to cover things winapi programming or setting up OpenGL, rather I'll just use NeHe's basecode or GLUT so I can focus on what's really important.
It seems every beginning 3d game programmer wants to know how to setup a camera class, and so therefore I think the first thing I will do is write a guide to programming a camera class. It will be a lengthy tutorial, for the reader will also have to write a vector class with all of the necessary overloaded operators, degree conversions, etc. It will explain every aspect including how the equations are derived, but at the same time as short and sweet and to the point as possible. Instead of game tutorials tutorials which are code with some comments, this will be either a powerpoint presentation or a webpage with psuedo code, and the finished product at the end (so the reader can try to write his/her own camera class without having to copy it from someone else. My code will only be there to help the reader get unstuck).
What else is a basic thing that every aspiring 3dgame programmer would like to know about? The camera class seems like a good tutorial to write, even if it is the only one I ever write.
EDIT: no matter what format I have, I think there will be links to get into more in depth stuff, so the reader has the choice of learning more, but not feeling like he/she must learn absolutely everything (that can make things worse if you force too much upon them). For instance, I might try to make a blurb about how you can potentially cut down the rotation equations into half, but not putting it into the main part of the tutorial.