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Vacantes / Genesis

Genesis-World: Core Simulation Engine Engineer

Genesis·Parissenior

En corto

  • →Ingeniero de motor de simulación física para IA robótica, con enfoque en rendimiento y usabilidad.
  • →Desarrollas herramientas de depuración, pruebas y diferenciación automática para simulaciones masivas en GPU/CPU.
  • →El proyecto es de código abierto y escala simulaciones 100x más rápido que hardware real, con correlación del 89%.

Native or professional proficiency in English required.

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¿Qué piden?

  • ✓Experiencia comprobada en desarrollo de motores de simulación o sistemas de tiempo real.
  • ✓Conocimiento profundo de física computacional: cuerpos rígidos, FEM, MPM, contactos incrementales.
  • ✓Habilidades sólidas en ingeniería de software: pruebas, depuración, mantenibilidad de código complejo.
  • ✓Experiencia con compiladores JIT o sistemas de baja-level como CUDA/ROCm/Metal.
  • ✓Capacidad de trabajar en equipo con equipos de algoritmos y compiladores.
  • ✓Aptitud para diseñar APIs y herramientas que mejoren la experiencia del usuario.

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PythonCUDAAMD ROCmApple MetalVulkanx86ARM64QuadrantsNyxIncremental Potential Contact

¿A quién escribirle en Genesis?

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What we’re building Robots will learn in simulation before they hit the factory. Genesis-World is our bet on that future. Genesis-World is an open-source, general-purpose simulation platform for physical AI from Genesis AI . One unified multi-physics engine: rigid bodies, FEM, MPM, particles, cloth, fluids. A robot arm can pour water onto sand, grasp a deformable object, or cut a soft body, all in the same simulation. Nyx, our in-house renderer, may be the most promising renderer for robotics out there: real-time photo-realistic rendering, advanced features like depth of field, and state-of-the-art techniques never seen before. Sensors of every kind: cameras, lidar, IMU, contact forces, temperature, plus arguably the most advanced tactile simulation available ( paper ). And the engine keeps growing: we are developing internally the most comprehensive and fastest Incremental Potential Contact ( paper ) solver for deformable body dynamics we know of, soon to be open-sourced. It powers real business applications, from full-fledged box packaging with labelling machine and all, to wire harnessing and lab automation, without any physics hack or compromise. Everything is Python-first and runs anywhere. Kernels are written once, and Quadrants, our in-house JIT compiler, lowers them to CUDA, AMD ROCm, Apple Metal, Vulkan, x86, and ARM64. A single laptop or a datacenter. Massively batched GPU simulation for learning at scale, and complex non-batched scenes where CPU wins outright. This is at the core of Genesis AI’s strategy . Evaluation is the bottleneck of scalable robotics: real hardware caps iteration at wall-clock time, but simulation turns it into a compute problem. Ours already runs two orders of magnitude faster than hardware (tens of thousands of episodes in half an hour instead of 200+ hours), while correlating with on-hardware rollouts at 89%. The north star: physical AI that improves at the speed of compute. The role Simulation is still a hard sell in robotics. Outside a few success stories, like reinforcement learning for locomotion, most teams skip it, and friction is a big part of why: painful to use, painful to debug. We live that pain ourselves: debugging a failing experiment during policy evaluation takes 30 minutes, and there is no way to automatically generate a standalone reproduction script. That blocks adoption, even internally. Your job is to kill that friction. You build the software engineering backbone of Genesis-World: everything that makes a large, fast-moving simulation codebase reliable, maintainable, frictionless. And it all ships in the open. Every hour of pain you remove, you remove for every roboticist who comes after you. You join as core maintainer of Genesis-World, with shared stewardship of the whole platform from day one. Our physics team develops the algorithms, but just as importantly, you work to make everything around them excellent: infrastructure, tooling, APIs, architecture. The problems waiting for you Make testing of a JIT-compiled engine scalable. Running our full suite is already taking hours because the ratio between compile time and runtime can be as bad as x10. Getting rid of this bottleneck is a serious challenge that will require a joint effort from the Genesis-World and the compiler teams. Make any bug reproducible. Dump and reload simulations bit-exactly, across machines, across backends, even when a single timestep of a batched simulation can already max out VRAM. Turn any failing run into a standalone reproduction script, automatically. Make autodiff first-class. Genesis-World is differentiable today, but partially: memory-hungry, slower than it could be, and hard to maintain due to manual operation recording. The project spans the engine and the compiler: you drive the requirements on Quadrants and iterate in a tight loop with the compiler team until the integration is solid. Edit scenes at frozen time.

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