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, â€‹Carcassonne,â€‹ Jochen Schweizer VR,â€‹ ConcertVR PS4....
- Gamedev architecture
- Hardware and optimization
Reach out in Linkedin and my blog.
For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?
Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.
Here's one of the questions that I often get when it comes to ray-tracing in Unity: how do I get started?
Let me help you out with that.
Letâ€™s get back to ray tracing with Unity global illumination. See whatâ€™s a better fit for you: baked GI, screen-space GI and ray-traced GI.
Learn how to render ray-traced colored shadows in Unity to give a unique tint to the style of your game. Real-time ray-tracing will do this for you.
In this post, you will learn the Unity secrets behind Ray-Traced Ambient Occlusion (RTAO). Letâ€™s make your game look the way you intended.
Ruben Torres Bonet's Comments
[Blog - 02/08/2021 - 10:33]
[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 :-
[Blog - 08/11/2020 - 10:55]
[Blog - 08/03/2020 - 11:00]
[Blog - 06/15/2020 - 11:04]
[Blog - 04/06/2020 - 10:32]