openleverjobgether
Physics Programmer, C++ (Modeling & Simulation)
Jobgether
LocationCanada
EmploymentFull-time
Posted2026-08-26T17:14:34.750000+00:00
Last observed2026-08-26 21:51:40.410433
Job idjobgether-jobgether:lever:632ccec6-7baf-4a15-8f06-aea486c063c5
This position is listed on behalf of a partner company, who manages all applications and next steps. Our partner is looking for a Physics Programmer, C++ (Modeling & Simulation) based in Canada. This role offers the opportunity to build the core simulation technology behind a next-generation wargaming and decision-support platform. You’ll develop high-performance C++ systems that bring physics, behavior, AI, sensor, weapon, and environmental models together in a scalable runtime. Your work will directly influence how complex simulations are executed, analyzed, and trusted at mission and campaign scale. You’ll tackle challenging problems across entity-component systems, concurrency, deterministic execution, memory management, and engine architecture. The environment values engineers who have shipped real-time systems and know how to optimize under demanding CPU, memory, latency, and stability constraints. Depending on your level, you’ll also shape architecture, lead technical initiatives, mentor engineers, and influence long-term platform direction. This is a highly hands-on opportunity for an experienced C++ engineer who wants to solve foundational performance and simulation problems. Architect and implement the core C++ runtime supporting a large-scale, interactive modeling and simulation platform. Own the structure, performance, maintainability, and long-term evolution of a substantial engine codebase. Design and evolve entity-component-system architecture, including component storage, entity lifecycle management, system queries, execution graphs, and dependency-aware scheduling. Define engine interfaces for integrating physics, AI, sensor, weapon, behavior, and environmental models. Build stable extension points that enable model developers to add capabilities without destabilizing the engine core. Design simulation loops, time-stepping approaches, event processing, system ordering, state transitions, deterministic execution, and replay capabilities. Develop multithreaded and task-based execution systems that safely parallelize simulation workloads. Optimize memory layout, allocation, cache locality, component access, serialization, and data movement. Profile and improve CPU utilization, memory consumption, latency, throughput, and simulation rate against defined performance budgets. Build infrastructure for spatial indexing, collision candidates, visibility, proximity queries, and other large-scale spatial operations. Integrate externally developed physics and mathematical models into a consistent, reliable, and performant runtime. Develop checkpointing, snapshotting, state replication, save-and-restore, and reproducible replay functionality. Establish architecture for networked and distributed simulation, including ownership, synchronization, prediction, and state transfer. Build developer tooling that enables model developers to inspect entities, debug execution, profile model costs, and understand simulation state. Identify and eliminate architectural bottlenecks as simulation scale and model complexity grow. Lead engine design reviews, mentor other programmers, conduct code reviews, and raise engineering standards for C++ architecture and performance. Remain deeply involved in implementation, profiling, debugging, and technical problem-solving. Requirements Extensive professional C++ development experience, or equivalent experience building performance-critical production software. Significant experience in commercial game development, game-engine development, or another performance-constrained real-time environment. Experience shipping at least one commercial game, engine, platform, or interactive real-time product. Demonstrated ownership of foundational engine systems rather than primarily gameplay features, scripting, tooling, or application-level integrations. Experience building or substantially extending a physics engine, game engine, simulation runtime, entity-component system, job system, or comparable core tec
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