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December 9, 2019
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Ruben Torres Bonet's Blog   Expert Blogs

 

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:

Interests:

  • Gamedev architecture
  • Graphics
  • Hardware and optimization
  • Research

Do you want to chat? Feel free to contact me in Linkedin and to check my blog.

 

Expert Blogs

Posted by Ruben Torres Bonet on Tue, 26 Nov 2019 10:28:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
1 core, 2 cores, 4 cores, 8 cores, 16 cores! Who's got more? The more cores, the better. The Unity Job System will squeeze them all, right? Yeah, probably. But what if Unity was over-milking your CPU? Would that be a problem?


Posted by Ruben Torres Bonet on Thu, 21 Nov 2019 10:25:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
Your unity scene hierarchy is reducing the performance of your game. That we knew from last post. But what can you do about it? Let's find out.


Posted by Ruben Torres Bonet on Tue, 12 Nov 2019 10:48:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.


Posted by Ruben Torres Bonet on Mon, 04 Nov 2019 10:06:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
If you plan on jumping into Unity Addressables Pooling, be careful. You better make sure the object pool is not empty.


Posted by Ruben Torres Bonet on Wed, 30 Oct 2019 10:39:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet, VR
You've seen the potential benefits of Addressables and you want to give it a shot in your game. But there're so many possibilities! Where to start with your Unity Addressables Migration? Here's an option for you: Music.


Posted by Ruben Torres Bonet on Wed, 23 Oct 2019 10:11:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet, VR
You spend an infinite amount of time optimizing your Unity UI. But, all it takes to really screw it up is a sneaky modification on a tiny attribute of an almost invisible Canvas UI element. When that happens, not even Unity UI Profiling will save you.



Ruben Torres Bonet's Comments

Comment In: [Blog - 11/21/2019 - 10:25]

Hi Brian. r nOne can ...

Hi Brian. r nOne can do that in some cases to shave off a bit from loading times indeed. That will not work for run-time instantiated prefabs though. It will also require substantial refactoring if your scripts rely on GetComponentsInChildren type of calls during Awake. r nOther than those two ...

Comment In: [Blog - 11/12/2019 - 10:48]

Thank you. How were the ...

Thank you. How were the gains you got in your project

Comment In: [Blog - 11/04/2019 - 10:06]

That was a moment where ...

That was a moment where I shamefully got bothered at real-life latency.

Comment In: [Blog - 10/16/2019 - 11:03]

Hey Brian, r n r ...

Hey Brian, r n r nThank you for your constructive comment. You do seem to really have worked with S3 in the past are you still considering it for future projects r n r nI 'll refine my article to include the information you specified. r n r nRuben

Comment In: [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.

Comment In: [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 ...