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 show you how to use the experimental Unity Memory Profiler package to find exactly where you are wasting memory on your game.
In today's blog post, I'll show you how to measure how long it takes your GPU to draw each of your game elements.
No matter if you are an artist, programmer or designer.... Reading this post will help you find out where to start optimizing.
In this post, I'll show you how to know if your game performance is suffering from too many Unity Draw Calls and what to do about it.
I've been frustrated to see how much useless repetition I had in my C# conditionals and switches, but I knew programmers could do better. In this post, I'll show you how to make your code more concise with Unity C# Pattern Matching (C# 7.0)
Let's avoid programmers' misunderstandings that often escalate to fist fights. In this post, I'll show you how you can make your code more explicit and simpler by using the Unity C# Discards feature (C# 7.0).
Did you know Unity can silently duplicate your assets in your bundles? Avoid this and wasting more money in CDNs with the Unity Asset Bundle Browser.
Ruben Torres Bonet's Comments
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