Staff Physics Programmer, C++ – Modeling & Simulation

Stellenbeschreibung:


  • Architect and implement the core C++ runtime behind a large-scale, interactive wargaming platform

  • Own the structure, performance, and long-term health of a substantial engine codebase

  • Design and evolve an entity-component-system architecture for large numbers of heterogeneous simulation entities

  • Build data-oriented component storage, entity lifecycle management, system queries, execution graphs, and dependency-aware scheduling

  • Define engine interfaces for physics, AI, sensor, weapon, behavior, and environmental models

  • Create stable extension points for model developers without destabilizing the engine core

  • Design simulation loops, time stepping, event processing, system ordering, state transitions, and deterministic replay

  • Develop multithreaded and task-based execution systems

  • Optimize memory layout, allocation, cache locality, component access, serialization, and data movement

  • Profile and improve CPU utilization, memory use, latency, throughput, and simulation rate against explicit performance budgets

  • Build spatial indexing, broad-phase query, collision-candidate, visibility, and proximity-query infrastructure

  • Integrate externally developed physics and mathematical models into a consistent runtime

  • Develop checkpointing, snapshotting, state replication, save-and-restore, and reproducible replay systems

  • Establish architecture for networked and distributed simulation, including ownership, synchronization, prediction, and state transfer

  • Build tooling for entity inspection, system debugging, model-cost profiling, and simulation-state analysis

  • Identify and eliminate architectural bottlenecks as scale and complexity increase

  • Lead engine design reviews, mentor programmers, and raise standards for C++ architecture and performance engineering

  • Remain hands-on in implementation, profiling, debugging, and code review

  • Work on Code Metal's next-generation wargaming and decision-support platform used to help the Department of War make force-design decisions


Requirements



  • Extensive professional C++ development experience, or equivalent experience, building performance-critical production software

  • Significant experience in commercial game development, game-engine development, or a similarly 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, tools, or application-level integrations

  • Experience building or substantially extending a physics engine, game engine, simulation runtime, ECS, job system, or comparable core technology

  • Expert command of modern C++, including object lifetimes, ownership, templates, concurrency, synchronization, profiling, and low-level debugging

  • Strong understanding of data-oriented design, memory layout, cache behavior, allocation strategies, and performance-sensitive data structures

  • Experience designing or extending an entity-component system or comparable composition-based runtime architecture

  • Experience with engine loops, execution graphs, task systems, event systems, dependency management, or runtime scheduling

  • Demonstrated ability to optimize against hard CPU, memory, latency, and frame- or tick-time budgets

  • Experience using commercial profiling and debugging tools to diagnose CPU stalls, memory issues, thread contention, allocation problems, and cache inefficiencies

  • Working knowledge of real-time physics concepts such as coordinate systems, numerical integration, collision detection, spatial partitioning, constraints, and simulation stability

  • Experience designing APIs, plugin systems, SDKs, or extension frameworks used by other programmers

  • Experience maintaining and improving a large C++ codebase while continuing to deliver production capabilities

  • Experience leading major technical initiatives while remaining an active individual contributor

  • Active Secret clearance or eligibility to obtain one

  • 7+ years of experience for Staff level

  • Strongly preferred: experience with SIMD, GPU compute, custom allocators, job systems, lock-free structures, or platform-specific optimization

  • Strongly preferred: experience supporting very large worlds or simulations containing large numbers of active entities

  • Strongly preferred: experience with engine-level serialization, snapshotting, replay, world partitioning, or streaming

  • Strongly preferred: familiarity with aerospace, robotics, autonomy, and defense simulations

  • Strongly preferred: experience supporting Air Force, Space Force, joint, or broader DoW acquisition and mission-analysis programs

  • Strongly preferred: experience developing models for sensors, weapons, electronic warfare, jamming, communications, logistics, or command and control

  • Strongly preferred: active U.S. security clearance (Secret, Top Secret, or SCI/SAP)

  • U.S. work authorization and security-clearance eligibility may be required for certain project assignments


Core Competencies


Demonstrates extensive expertise in C++ development, particularly in performance-critical environments, with a strong focus on engine architecture, optimization, and real-time simulation. Capable of leading technical initiatives while actively contributing to the implementation and maintenance of complex systems.


Highest-signal resume keywords



  • C++ Development

  • Game Engine Development

  • Entity-Component System Architecture

  • Performance Optimization

  • Multithreaded Execution Systems


Soft Skills



  • Mentoring

  • Technical Leadership

  • Collaboration


Certifications & Qualifications



  • Active Secret Clearance


Industry Keywords



  • Real-Time Simulation

  • Game Development

  • Performance-Critical Software

  • Aerospace Simulations

  • Defense Simulations


Tools & Technologies



  • Commercial Profiling Tools

  • Debugging Tools

  • Simulation State Analysis Tools

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Stelleninformationen

  • Veröffentlichungsdatum:

    16 Sep 2026
  • Standort:

    WorkFromHome
  • Typ:

    Vollzeit
  • Arbeitsmodell:

    Vor Ort
  • Kategorie:

  • Erfahrung:

    2+ years
  • Arbeitsverhältnis:

    Angestellt

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