Adrian Gasinski,来自波兰华沙的开发者
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Adrian Gasinski

验证专家  in Engineering

C++ Developer

Location
Warsaw, Poland
至今成员总数
2016年8月15日

Adrian是一位专攻3D数学的c++工程师, 几何建模, 实时物理仿真, 碰撞检测. He earned an M.Sc.Eng. 计算机科学专业,专攻CAD/CAM系统设计. 八年多来, 他为Havok设计了原型并开发了核心技术, 领先的游戏解决方案提供商. He's touched on cloud solutions at Google and researched into methods and the feel of interactions in VR at Leap Motion.

Portfolio

Dry Cactus
C#, Unity, Physics, 3D, Optimization, Geometry, 数值方法, Game Physics...
Leap Motion
Unreal Engine, Unity, C#, C++, Mathematics, Simulations, 计算几何...
Google
谷歌应用引擎,JavaScript, Python,谷歌计算引擎(GCE)

Experience

Availability

Part-time

首选的环境

c#, Unity, Visual Studio

最神奇的...

...work I've built was a continuous physics framework with predictive collision detection, 局部运动约束求解, 以及重新设计的运行时数据库.

工作经验

物理引擎工程师和架构师

2018 - 2023
Dry Cactus
  • 为Poly Bridge 2制作原型并实现了一个自定义物理引擎, 一个造桥模拟器, 社区驱动的建筑沙盒, 这款游戏的续集已经卖出了近300万份.
  • 为确定性模拟和游戏玩法做出贡献, a feature praised by players; seamless integration of rigid-body physics with point-mass representation used for bridge elements; and hybrid solving method that efficiently dampens internal oscillations.
  • 研究双频解算器, 用高频解决桥梁施工问题, 低频接触处理, and quasi-continuous collision detection for fast-moving objects based on speculative contact points.
c#技术:, Unity, Physics, 3D, Optimization, Geometry, 数值方法, Game Physics, Mathematics, 仿真引擎, Simulations, 计算几何, 碰撞检测, 网操作, 三维可视化

VR交互软件工程师

2013 - 2015
Leap Motion
  • 学习了内部数据管道, 为核心代码添加功能, 并将其公开给客户端API.
  • Prototyped and developed an intuitive camera system based on potential isosurfaces of dynamically modified meshes. 将其应用到Freeform应用程序中.
  • Worked with our internal platform code and attempted to understand characteristics of the real-world sensor data and attempted to optimize performance of current algorithms.
  • Developed a physically based VR interaction prototype using a third-party physics engine.
  • Developed an in-house kinematic rigid-body engine with higher-level logic aimed to allow intuitive interaction with virtual objects.
  • 创建交互API的原型 & developed a managed-code Unity plugin to interact with our native C++ interaction library.
  • 为外部项目制作3D实体手交互机制的原型 & 提供了支持.
  • Developed a scene-creation prototype that focused on improved precision and feel of hand interaction.
  • 领导并开发了一个用于虚幻引擎的c++ /Blueprint插件.
技术:虚幻引擎, Unity, C#, C++, Mathematics, Simulations, 计算几何, 碰撞检测, 网操作, 三维可视化

云解决方案工程师

2012 - 2013
Google
  • Worked in a cross-functional team focused on evangelizing and bringing our cloud infrastructure to users.
  • Learned and built reference solutions using the Google App Engine and a Google Compute Engine.
  • 测试并反馈实验性客户端api. 快速入门的web开发技术.
  • Prototyped a tool for managing a high-availability LAMP stack cluster deployed on GCE.
Technologies: 谷歌应用引擎,JavaScript, Python,谷歌计算引擎(GCE)

专业服务和开发商关系工程师

2011 - 2012
Havok US
  • Ported a gameplay physics functionality between engine generations for a key customer.
  • Specialized in AI technology for nav-mesh generation, path-finding, avoidance steering.
  • Consulted an MMO developer on runtime NavMesh editing with eventual consistency across servers.
  • Prototyped a topography-aware squad behavior customizable with formation templates.
  • 专注于即时客户支持.
技术:Havok, C++, Physics, Game Physics, Mathematics, 仿真引擎, Simulations, 计算几何, 碰撞检测

初级和高级游戏物理软件工程师

2004 - 2011
Havok
  • 专门从事核心物理仿真和碰撞检测技术.
  • Delivered complex performance-critical technologies while working in small teams.
  • Assisted our customer support and pre-sales engineers on issues requiring in-depth knowledge of our technology.
  • 与客户进行现场访问,解决棘手的技术问题.
  • 专注于我们的物理引擎的核心. Gained broad knowledge of our codebase, debugging or improving unfamiliar code with minimal guidance.
  • 共同架构和共同开发连续物理技术.
  • Re-engineered the engine's internals to improve its stability and eliminate potential crashes in inappropriate or untested engine's use.
  • Co-architected and co-implemented system-wide changes improving the engine’s computational performance and memory access patterns.
  • Developed a high-precision constraint solver that adapted our engine for physics-driven character animation use.
  • Re-engineered internal collision detection and dynamics simulation procedures for better numerical stability.
  • 共同构建并实现了Havok在多线程平台上的移植.
  • Implemented elements of our engine for PlayStations 3's vector processing units.
  • 创建技术和展示演示的动态断裂的身体.
  • 共同开发了网络物理模拟的原型.
  • 原型结构完整性解决方案,用于模拟可破坏的场景.
  • Extended our destruction-simulation framework with changeable bodies keeping the architecture simple and avoiding performance hits.
  • Optimized the performance and the memory footprint of collision detection structures for polygon meshes.
  • Prototyped and implemented improvements of numerical stability of our constraint solver and quality of continuous movement simulation.
技术:Havok, C++, Physics, Game Physics, Mathematics, 仿真引擎, Simulations, 计算几何, 碰撞检测, Ray Casting, 网操作, 三维可视化

Poly Bridge 2

http://store.steampowered.com/app/1062160/Poly_Bridge_2/
Prototyped, architected, and developed a custom physics engine from the ground up. The engine features 2D rigid body dynamics coupled with a point-mass bridge solver. Coded in C# and Unity, highly optimized, and designed for full determinism of simulation.

Poly Bridge 3

http://store.steampowered.com/app/1850160/Poly_Bridge_3/
一款类型定义的桥梁工程和解谜游戏. I had the joy of revisiting and continuing the development of our custom physics engine, as well as implementing various performance optimizations and improvements in interaction and gameplay experience.

Qverty软件工作室

http://qverty.com
A young software studio that's primarily focused on developing VR experiences with Vive. 我在这里负责技术指导.

CubeTerrain

http://www.youtube.com/watch?v=d1Y3wTNkocY
A graphics and physics engine extension for Unity which allows you to construct and demolish dynamic terrain based on a cubical grid. 我开发了这项技术. HTC Vive的整合是由Qverty软件工作室完成的.

c++代码示例

http://github.com/gasnica/CodeSample
This is the sample C++ code for a project that converts mouse-drawn lines into arc splines. The conversion balances a minimum number of segments against the aesthetic quality of the result.

Jumping Jack

http://github.com/gasnica/JumpingJack
这是一个用25个工作小时完成的Unity项目样本. 它非常逼真地模仿了外表, sounds, 以及1983年在ZX Spectrum发行的原版经典游戏的玩法.

Languages

c++, c#, JavaScript, Python, SQL, c#.NET

Frameworks

Unity, Swagger, Unity3D,虚幻引擎

Tools

Microsoft Visual Studio, Visual Studio, Google Compute Engine (GCE), Git

Platforms

Windows, Oculus Rift, Google App Engine, Vuforia

Other

3D Math, HTC Vive, 计算几何, Optimization, Multithreading, 虚拟现实(VR), Middleware, 游戏开发, 物理模拟, Physics, Game Physics, Mathematics, 仿真引擎, Simulations, 碰撞检测, Ray Casting, 网操作, Algebra, 数值方法, Linear Algebra, 人工智能(AI), 三维可视化, Havok, 增强现实(AR), Game Design, 3D, Geometry, 2D Games, 游戏开发, Performance, Architecture

Libraries/APIs

GDI(+)

Paradigms

跨平台的

1997 - 2003

计算机科学硕士学位,CAD/CAM系统设计

华沙理工大学-华沙,波兰

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