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: Star Trek Bridge Crew (Oculus Quest), Anne Frank House VR, Time Stall, Catan Universe, Diamond Dash, Jelly Splash, Blackguards, Carcassonne, Jochen Schweizer VR, ConcertVR PS4....
- Gamedev architecture
- Hardware and optimization
Reach out in Linkedin and my blog.
Lose those extra vertices you don’t need from your meshes and make the life of your GPU a bit easier.
Things have evolved in C# 7, but many programmers still haven't. Today, let's talk about throwing exceptions in Unity — the C# 7 way —.
It's been one year of learning every single week about Unity game performance optimization.
Has it been worth to you?
No matter what, this post will surely be worth for you, because I have a few gifts...
Should you choose tight-fit or full-rect for your sprites in Unity?
In this post, you will learn the difference between these two mesh types. And when to use each.
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
How to profile and work on the editor at the same time without affecting your performance results with the Unity Standalone Profiler
Ruben Torres Bonet's Comments
[Blog - 09/15/2020 - 11:09]
Thanks for the correction Amir.I ...
Thanks for the correction Amir.I wrongly assumed it was developed at Unity.I updated the article to give lots of credits to Mattias and his great work.AutoLOD is now on my radar for a future post :-
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