Ruben Torres Bonet's Blog
I am Rubén Torres Bonet and am presently working as a Technical Lead at Exozet Games.
My main tasks are the technical representation of my company, as well as constantly improving our processes through training, research, constant feedback and especially self-awareness.
I have worked in games such as:
Other projects I led/lead:
- Gamedev architecture
- Hardware and optimization
I speak fluently Spanish, English and German. Currently learning Italian and mostly forgot French.
My favourite videogames: EverQuest, Starcraft 2, Faster Than Light, XCom 2, Team Fortress 2, Heroes of the Storm, FF VII, Diablo 2, The Binding of Isaac and the list goes on.
My preferred boardgames: Gloomhaven, Terraforming Mars, Arkham Horror LCG.
Feel free to contact me in Linkedin and check my blog.
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.
Since version 5, Unity has shipped a new tool for visually debugging your frames: the Frame Debugger. I’ll briefly describe how to use the frame debugger and afterwards I’ll point out the drawbacks that can be addressed through other tools.
Differences between UIImage and SpriteRenderer and performance implications
Ruben Torres Bonet's Comments
[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]