Lead Software Engineer at YBVR in Madrid, where I lead a team of five building Unity and native Android client apps for Xtadium, the home for live sports on Meta Quest.
I've been working in XR since 2020, mostly on real-time 3D and immersive video: hand tracking, shared anchors, mixed reality interaction with real-world geometry, multiplayer with PUN, and 180°/360° live streaming up to 8K on mobile and standalone headsets.
Lately I've been working on a couple of side projects around IEEE HLA 1516e, distributed federations, and flight dynamics.
hla-simulator - Distributed HLA federation simulating an Airbus A320 on final approach into Madrid-Barajas, with a ground radar tracking it. C++17, OpenRTI 0.10.0, JSBSim 1.2.5, CMake. Three federates (Aircraft, Radar, Monitor), self-managed lifecycles, no shared state between them.
hla-unreal-visualizer - Unreal Engine 5.5 visualization client that subscribes to the above federation and drives the aircraft mesh over real satellite terrain via Cesium for Unreal. Lock-free multithreading between the HLA callback thread and Unreal's GameThread, WGS84 → Unreal world georeferencing, configurable RTI address exposed through Project Settings.
Both together: a full HLA 1516e setup spanning WSL2 and Windows, four federates, real flight dynamics on one side and real-time 3D on the other.
Engines & SDKs - Unity, Unreal Engine, Android Studio, Meta Quest SDK, OpenXR Languages - C#, C++, Kotlin, Java Platforms - Meta Quest (standalone), native Android, Windows Networking - Photon PUN, custom socket layers, HLA/OpenRTI Other - Git, Jira, profiling/debugging in production XR builds
I'm part of the U-tad faculty, where I've taught Unreal Engine and C++ workshops and mentored students through their own projects.
- LinkedIn → in/raul-d-m
- U-tad faculty page → u-tad.com/claustro/raul-diaz-monterde


