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Blogs

Chris Howe's Blog   Expert Blogs

Chris is a games programmer from the UK, now living in NY and working at 1st Playable Productions.

Expert Blogs

Code Reviews in Practice  Featured Blogs
Posted by Chris Howe on Sat, 03 Oct 2009 10:16:00 EDT in Programming
Code reviews are one of the best things you can do to improve code quality, but the process isn't a silver bullet. These are my observations on what works and what doesn't work when it comes to implementing code reviews.
Read More... | 14 Comments

An Argument For Mono In Games
Posted by Chris Howe on Sat, 08 Aug 2009 01:55:00 EDT in Programming, Production
A discussion of scripting and the productivity benefits that could come from JIT'd languages, and in particular from embedded Mono.
Read More... | 10 Comments

   

Chris Howe's Comments

Comment In: Using C# For a Commercial Game [Blog - 11/17/2009 - 03:38]

@Guiseppe: XNA also has a ...

@Guiseppe: XNA also has a lot of stuff that Ogre doesn't, such as input, networking, sound, etc. I tend to agree though that the way forward is not pure C . Using C as an embedded scripting language within a C framework might be the best way which is what ...

Comment In: How To Project Decals [Blog - 11/09/2009 - 08:17]

@Sean: Fillrate is essentially the ...

@Sean: Fillrate is essentially the number of pixels drawn. If you split a triangle into several smaller triangles that cover less total screen area then you reduce the number of pixels drawn and hence the fillrate. Since fillrate is the bottleneck for most games these days it is more important ...

Comment In: Character Rim Lighting [Blog - 11/03/2009 - 05:09]

The final shot looks great. ...

The final shot looks great. I don't really see the effect of the rim-lighting control channel though. Maybe you could make the contrast for the different material types greater

Comment In: Code Reviews in Practice [Blog - 10/03/2009 - 10:16]

@Sutthipong The whole team need ...

@Sutthipong The whole team need to understand what the rules are and what are the exceptions for particular project or no body will bother following the rule and wreck havoc. You put it better than I possibly could, thanks

Comment In: GPU Animation Peak [Blog - 09/29/2009 - 04:15]

A lot of that dirtiness ...

A lot of that dirtiness should be cleaned up or at least detected by your data tools. I've never really seen that to be a problem to be honest. Sure you get a few cases where someone makes a really inefficient model or bit of code, but that will be ...

Comment In: When to Throw in the Towel [Blog - 09/03/2009 - 04:50]

I think a total rewrite ...

I think a total rewrite is usually a bad idea. You should consider just doing some heavy refactoring of the current tool instead. Set aside some time in the schedule for this. Put every bug and annoyance with the tool into a backlog and work through it, refactoring the code ...

[More Chris Howe Comments]