Titanio
05-Sep-2005, 19:01
I did both a forum search and a google search of the entire site, and couldn't find mention of this. But sorry if it is old! Also wasn't very sure where to put this..this seemed about as good a place as any.
MS has posted this job ad recently seeking an engineer to join a team working on "Direct Physics":
http://www.uklug.co.uk/jobs/17995159.html
The Windows Graphics and Gaming Technology group is looking for a software design engineer to join a growing team responsible for developing Direct Physics. This team is responsible for delivering a great leap forwards in the way game developers think about integrating Physics into their engines. Physics and real time, accurate simulation is a key part of the next generation gaming experience, bringing increased realism, greater immersion and more interesting experiences.
You will be a member of the core engine team who will be primarily responsible for working closely with our Direct3D team, helping to define, develop and map optimized simulation and collision algorithms onto data structures that are optimized for the GPU. Extensive experience with graphics shading languages such as HLSL is expected as well as a good understanding of modern graphics hardware and associated algorithms.
You should have excellent C/C++ skills with at least 4 years of development experience. You should have a good understanding of 3D Math as well as current CPU and GPU architecture. Knowledge of DirectX and shipping game applications is strongly recommended. An understanding of Havok, Ageia, MathEngine, Meqon or ODE would be ideal. A BA/BS degree in Computer Science, Math, Physics or equivalent experience is required.
In some ways it seems obvious given the increasing amount of research work, and work by NVidia/ATi on "general processing" on GPUs, and specifically physics. I could see this being complementary to CPU engines (Havok etc.), and I could in fact see such engines leveraging an API like this to offer devs the choice of using the GPU for physics if they wanted. I actually think it would require the support of the likes of Havok and AGEIA in fact, since I don't know if too many devs would want to distribute their physics code across two different APIs and try to synch them appropriately.
I just wonder how much of an appetitie there currently is for sacrificing GPU time for physics, though. Good to have the option, but I think it'd be more popular once the level of power available in GPUs becomes a little more surplus to demand. Of course I doubt we'll see this till at least DX10, if not later (?)
MS has posted this job ad recently seeking an engineer to join a team working on "Direct Physics":
http://www.uklug.co.uk/jobs/17995159.html
The Windows Graphics and Gaming Technology group is looking for a software design engineer to join a growing team responsible for developing Direct Physics. This team is responsible for delivering a great leap forwards in the way game developers think about integrating Physics into their engines. Physics and real time, accurate simulation is a key part of the next generation gaming experience, bringing increased realism, greater immersion and more interesting experiences.
You will be a member of the core engine team who will be primarily responsible for working closely with our Direct3D team, helping to define, develop and map optimized simulation and collision algorithms onto data structures that are optimized for the GPU. Extensive experience with graphics shading languages such as HLSL is expected as well as a good understanding of modern graphics hardware and associated algorithms.
You should have excellent C/C++ skills with at least 4 years of development experience. You should have a good understanding of 3D Math as well as current CPU and GPU architecture. Knowledge of DirectX and shipping game applications is strongly recommended. An understanding of Havok, Ageia, MathEngine, Meqon or ODE would be ideal. A BA/BS degree in Computer Science, Math, Physics or equivalent experience is required.
In some ways it seems obvious given the increasing amount of research work, and work by NVidia/ATi on "general processing" on GPUs, and specifically physics. I could see this being complementary to CPU engines (Havok etc.), and I could in fact see such engines leveraging an API like this to offer devs the choice of using the GPU for physics if they wanted. I actually think it would require the support of the likes of Havok and AGEIA in fact, since I don't know if too many devs would want to distribute their physics code across two different APIs and try to synch them appropriately.
I just wonder how much of an appetitie there currently is for sacrificing GPU time for physics, though. Good to have the option, but I think it'd be more popular once the level of power available in GPUs becomes a little more surplus to demand. Of course I doubt we'll see this till at least DX10, if not later (?)