Genesis-World: Core Simulation Engine Engineer
What we’re building
The role
The problems waiting for you
Make testing of a JIT-compiled engine scalable.
Make any bug reproducible.
Make autodiff first-class.
Edit scenes at frozen time.
Make the simulator extensible.
Give robots real actuation.
Make time a local variable.
Make scenes come alive.
Keep the core sharp.
Who you are
You care about the engineer using what you build as much as the thing itself. A slow test, a cryptic error, a manual step: you see it, you go after the root cause, and you remove it for everyone. You have opinions about API design. You are comfortable with physics and robotics: the right design choices take a working picture of what a simulator like Genesis-World does, how it works, and how it is used, a picture you can partly build on the job.
- Strong Python engineering on large codebases: architecture, refactoring, typing, packaging, performance profiling (py-spy, Nsight, Xcode Instruments, RenderDoc).
- Developer tooling, test infrastructure, or CI at scale.
- Enough fluency with JIT compilation, code generation, or GPU computing stacks to reason about compilation caching, kernel dispatch, and startup cost. You will work closely with Quadrants.
- At ease debugging across the full platform matrix: Windows, Linux, and macOS, on x86 and arm64, over CUDA, AMD, and Apple Metal (and possibly Intel XPU via Vulkan soon)
- Open-source reflexes: triaging issues, reviewing external pull requests, communicating with a community.
Bonus points: experience with other robotics simulators (Drake, MuJoCo, Newton, Isaac, RaiSim, Jiminy, Brax). PyTorch, our user-facing interface. Other JIT compilers such as Triton, JAX, or Numba. 3D tooling and interactive editors (Maya, Blender, Houdini). Serialization formats (USD, glTF, MJCF/URDF). C++, CUDA, or Metal. Developer relations or community work.
Not included in the source posting: about the role, benefits.
Skills
Who can apply
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