Simulation and graphics engineer_
Remote or New York · Full-time
What you'll do
Build and tune the rendering that turns the physics into something people can move: the Three.js Solar System observatory, the GLSL Kerr ray tracer in the Black Hole simulations, and the Metal scenes in Quantum Worlds for iPhone and iPad. Keep the GPU results matched to their CPU and reference counterparts. Own frame budgets on real devices, the offline caches and service workers, and the frozen release archives that each published version is served from.
What we look for
You have shipped real-time graphics on WebGL2 or Metal and profiled it on hardware you did not choose. You can move between a shader, a numerical result and a byte-range request without losing the thread. TypeScript, GLSL, and Swift or a willingness to learn it.
What we offer
Rendering work where correctness is checked against physics, and a release process that freezes every published version and checks it by hash.