Ruben Torres Bonet's Blog
We finally meet.
I am Rubén Torres Bonet, presently working as a Senior Game Programmer at ForceField XR in Amsterdam. Previously, I was a Technical Lead at Exozet Games.
I have worked in games such as:
- Gamedev architecture
- Hardware and optimization
Do you want to chat? Feel free to contact me in Linkedin and to check my blog.
I normally do not share my past struggles, but this topic deserves it. What to do when you lose hope with Unity UI?
Dozens of projects with Unity UI in mobile and console platforms taught me what I will share with you in just a few minutes.
You are leading a team of programmers and supporting artists to port a good-looking PS4 VR game to Oculus Quest. You have 1 month to halve your memory budget and 6 months to complete it. What's your first move? Let's bring Unity Addressables to the table.
After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a bit from engineers at Wooga and through self reflection.
I did some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work. The readier you are, the better off you will be.
The purpose of this document is to tell the story about the steps and methodology I followed to diagnose and improve the performance of Catan Universe in mobile (iOS, Android) with benefits to WebGL. The path from 2 FPS to 50-60 FPS in two weeks.
How to randomly position gameplay elements in a way that they make sense being influenced by external factors? With some simple statistics I will position the doors in my dungeons. The same can also be applied with monsters, looting, luck, dynamic events.
Ruben Torres Bonet's Comments
[Blog - 09/04/2019 - 10:40]
Great, I 'm glad it ...
Great, I 'm glad it helped you. Make sure to check the upcoming article this week and let me know what you think.
[Blog - 07/03/2018 - 10:58]
Hi there. Indeed, coroutines can ...
Hi there. Indeed, coroutines can potentially generate lots of garbage depending on the local variables you declare. Unity advises against long-lived coroutines with lots of allocations. If they are simple and you know what you are doing, it will be all fine. r nIn our case, we used commands coroutines ...
[Blog - 04/19/2018 - 09:41]
Hi Anonymous reader Thanks for ...
Hi Anonymous reader Thanks for your message. r nFor starting out with the pipeline I could suggest Render Hell 2.0 a quick search should show the website . They have interesting videos about it. It also helped me a lot to do some programming with opengl, since one has to ...
[Blog - 04/18/2018 - 04:19]
It looks like you spent ...
It looks like you spent quite a bit of time on this, thanks for that. r nThis post is just one example why it 's great to make source code available.
[Blog - 04/11/2018 - 10:22]