Adrian Gasinski, Developer in Warsaw, Poland
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Adrian Gasinski

Verified Expert  in Engineering

C++ Developer

Location
Warsaw, Poland
Toptal Member Since
August 15, 2016

Adrian is a C++ engineer specializing in 3D math, geometric modeling, real-time physics simulation, and collision detection. He earned an M.Sc.Eng. in computer science, specializing in the design of CAD/CAM systems. For over eight years, he's prototyped and developed core tech for Havok, a leading provider of game solutions. 他在谷歌接触过云解决方案,在Leap Motion研究过VR的方法和互动感觉.

Portfolio

Dry Cactus
C#, Unity, Physics, 3D, Optimization, Geometry, Numerical Methods, Game Physics...
Leap Motion
虚幻引擎,Unity, c#, c++,数学,仿真,计算几何...
Google
Google App Engine, JavaScript, Python, Google Compute Engine (GCE)

Experience

Availability

Full-time

Preferred Environment

C#, Unity, Visual Studio

The most amazing...

...我所建立的工作是一个带有预测碰撞检测的连续物理框架, localized motion constraint solving, and a redesigned runtime database.

Work Experience

Physics Engine Engineer and Architect

2018 - 2023
Dry Cactus
  • Prototyped and implemented a custom physics engine for Poly Bridge 2, a bridge-building simulator, a community-driven construction sandbox, and a sequel to a game that sold nearly 3 million copies.
  • Contributed to deterministic simulation and gameplay, 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.
  • Worked on the solver operating at dual frequency, with high-frequency solving of bridge construction, lower-frequency contact handling, 基于推测接触点的快速运动物体准连续碰撞检测.
Technologies: C#, Unity, Physics, 3D, Optimization, Geometry, Numerical Methods, Game Physics, Mathematics, Simulation Engines, Simulations, Computational Geometry, Collision Detection, Mesh Operations, 3D Visualization

Software Engineer in VR Interaction

2013 - 2015
Leap Motion
  • Learned the internal data pipeline, added functionality to the core code, and exposed it to the client API.
  • 原型和开发了一个直观的基于动态修改网格的潜在等值面的相机系统. Applied it in our Freeform application.
  • 使用我们的内部平台代码,试图理解真实世界传感器数据的特征,并试图优化当前算法的性能.
  • 使用第三方物理引擎开发基于物理的VR交互原型.
  • 开发了一个内部运动刚体引擎,具有更高层次的逻辑,旨在允许与虚拟物体的直观交互.
  • Prototyped an interaction API & 开发了一个托管代码的Unity插件来与我们的本地c++交互库进行交互.
  • Prototyped a 3D physical hand interaction mechanic for an external project & provided support.
  • 开发了一个场景创建原型,专注于提高精度和手感的手的互动.
  • Led and developed a C++/Blueprint plugin for the Unreal Engine.
Technologies: 虚幻引擎,Unity, c#, c++,数学,仿真,计算几何, Collision Detection, Mesh Operations, 3D Visualization

Cloud Solutions Engineer

2012 - 2013
Google
  • 在一个跨职能团队中工作,专注于向用户宣传和推广我们的云基础设施.
  • 使用Google App Engine和Google Compute Engine学习并构建参考解决方案.
  • Tested and gave feedback on experimental Client APIs. Quick-started on web development technologies.
  • 原型化了一个工具,用于管理部署在GCE上的高可用性LAMP堆栈集群.
技术:Google App Engine, JavaScript, Python, Google Compute Engine (GCE)

Professional Service and Developer Relations Engineer

2011 - 2012
Havok US
  • 为一个关键客户在不同的引擎之间移植了一个游戏物理功能.
  • 专门从事人工智能技术,用于导航网格生成,寻径,回避转向.
  • 咨询了一个MMO开发者关于运行时NavMesh编辑与最终跨服务器一致性的问题.
  • 原型的地形意识的小队行为,可自定义的阵型模板.
  • Focused on immediate customer support.
Technologies: Havok, C++, Physics, Game Physics, Mathematics, Simulation Engines, Simulations, Computational Geometry, Collision Detection

Junior and Senior Software Engineer in Game Physics

2004 - 2011
Havok
  • Specialized in core physics simulation and collision detection technology.
  • 在小型团队中工作时交付复杂的性能关键技术.
  • 协助我们的客户支持和售前工程师解决需要深入了解我们技术的问题.
  • Performed on-site visits with our customers tackling tough technical problems.
  • Worked intensively on the very core of our physics engine. 获得了对代码库的广泛了解,在很少的指导下调试或改进不熟悉的代码.
  • Co-architected and co-developed Continuous Physics technology.
  • 重新设计发动机的内部,以提高其稳定性,并消除在不适当或未经测试的发动机使用中潜在的崩溃.
  • 共同架构和共同实现的系统范围的改变改善了引擎的计算性能和内存访问模式.
  • 开发了一个高精度约束求解器,使我们的引擎适应物理驱动的角色动画使用.
  • 重新设计内部碰撞检测和动力学模拟程序,以获得更好的数值稳定性.
  • 共同构建并实现了Havok在多线程平台上的移植.
  • 将我们的引擎元素用于playstation 3的矢量处理单元.
  • Created technology and a showcase demo for dynamic fracture of bodies.
  • Co-developed a prototype of networked physics simulation.
  • Prototyped a structural integrity solver used to simulate destructible scenes.
  • 用可变主体扩展了析构模拟框架,保持了体系结构的简单性,避免了性能的冲击.
  • 优化了多边形网格碰撞检测结构的性能和内存占用.
  • 原型和实现改进我们的约束求解器的数值稳定性和连续运动仿真的质量.
Technologies: Havok, C++, Physics, Game Physics, Mathematics, Simulation Engines, Simulations, Computational Geometry, Collision Detection, Ray Casting, Mesh Operations, 3D Visualization

Poly Bridge 2

http://store.steampowered.com/app/1062160/Poly_Bridge_2/
从头开始制作原型、架构和开发自定义物理引擎. 该发动机具有二维刚体动力学特性,并配有点质量桥求解器. 编码在c#和Unity,高度优化,并设计为完全确定性的模拟.

Poly Bridge 3

http://store.steampowered.com/app/1850160/Poly_Bridge_3/
A genre-defining bridge-engineering and puzzle-solving game. 我很高兴能够重新审视并继续开发我们的定制物理引擎, 以及在交互和游戏体验方面实现各种性能优化和改进.

Qverty Software Studio

http://qverty.com
一个年轻的软件工作室,主要专注于用Vive开发VR体验. I'm responsible for technical direction here.

CubeTerrain

http://www.youtube.com/watch?v=d1Y3wTNkocY
Unity的图形和物理引擎扩展,允许您基于立方体网格构建和拆除动态地形. I developed the technology. The HTC Vive integration was done by Qverty Software Studio.

C++ Code Sample

http://github.com/gasnica/CodeSample
这是一个将鼠标绘制的线条转换为圆弧样条的项目的示例c++代码. 这种转换平衡了最小分段数量和结果的美学质量.

Jumping Jack

http://github.com/gasnica/JumpingJack
This is a sample Unity project done in about 25 working hours. It closely mimics the looks, sounds, and game play of the original classic game released on ZX Spectrum in 1983.
1997 - 2003

Master of Science Degree in Computer Science, Design of CAD/CAM Systems

Warsaw University of Technology - Warsaw, Poland

Libraries/APIs

GDI(+)

Tools

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

Frameworks

Unity, Swagger, Unity3D, Unreal Engine

Platforms

Windows, Oculus Rift, Google App Engine, Vuforia

Languages

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

Paradigms

Cross-platform

Other

3D Math, HTC Vive, Computational Geometry, Optimization, Multithreading, Virtual Reality (VR), Middleware, Game Development, Physics Simulations, Physics, Game Physics, Mathematics, Simulation Engines, Simulations, Collision Detection, Ray Casting, Mesh Operations, Algebra, Numerical Methods, Linear Algebra, Artificial Intelligence (AI), 3D Visualization, Havok, Augmented Reality (AR), Game Design, 3D, Geometry, 2D Games, Gameplay Development, Performance, Architecture

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