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.
In this post, you will learn the Unity secrets behind Ray-Traced Ambient Occlusion (RTAO). Let’s make your game look the way you intended.
Developing your game in Unity? Then you need to pay attention to 5 signs that reveal you should to move into Ray-tracing.
Complex scenes, huge C# assemblies, expensive initialization in your scripts... All of them lead to slow iteration times in the Unity editor.
But why exactly is your editor so slow in your specific project at entering and exiting play mode?
Access your Unity Memory Metrics without attaching the Profiler? I'm sold! Let me introduce you to the new Unity Memory Profiler Module available since Unity 2020.2b.
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 —.
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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