Principal Physics Programmer, C++ (Modeling & Simulation)

LB90
  • $200,000 - $250,000
  • United States
  • Permanent

We are hiring a hands-on C++ engineer to build and operate production-grade modeling and simulation systems. Hiring across mid-level to principal level.


About the role:


Help redefine how the DoW makes multi-billion-dollar force-design decisions. We're looking for a Physics Programmer to bring the performance standards of commercial game development to our next-generation wargaming platform. You'll architect and build the core C++ simulation runtime that executes physics, behavior, and mission models developed by engineers and domain experts across the organization


What you’ll do:


  • Architect/own a large-scale interactive wargaming platform’s C++ runtime: substantial-codebase structure, performance, and long-term health.
  • Evolve its ECS for heterogeneous entities: data-oriented component storage, lifecycle, queries, execution graphs, dependency-aware scheduling.
  • Define physics, AI, sensor, weapon, behavior, and environment interfaces/extensions without destabilizing the core; integrate external physics/math models consistently and performantly.
  • Design loops: fixed/variable timesteps, events, ordering, state transitions, deterministic/reproducible replay, checkpoints, snapshots, replication, save/restore.
  • Build multithreaded/task execution; optimize memory layout/allocation, cache locality, component access, serialization/movement; improve CPU, memory, latency, throughput, and simulation rate against explicit budgets.
  • Build spatial indexing, broad-phase/collision-candidate, visibility/proximity queries; define networked/distributed ownership, synchronization, prediction, state transfer.


Required Qualifications

  • Extensive professional or equivalent C++ experience building performance-critical production software; expert modern C++ knowledge spanning lifetimes, ownership, templates, concurrency, synchronization, profiling, and low-level debugging.
  • Significant commercial game/game-engine or comparable constrained real-time experience, including shipping a commercial game, engine, platform, or interactive real-time product.
  • Ownership of foundational engine systems, not mainly gameplay, scripting, tools, or application integrations and experience building/substantially extending a physics/game engine, simulation runtime, ECS, job system, or comparable core technology.
  • Strong data-oriented design, memory layout/cache behavior, allocation, performance-sensitive structures, and ECS/composition-runtime experience; engine loops, execution graphs, task/event systems, dependencies, or scheduling.
  • Proven optimization against hard CPU, memory, latency, frame/tick budgets using commercial profiling/debugging tools to diagnose stalls, memory issues, contention, allocation problems, and cache inefficiencies.
  • Active Secret clearance or eligibility to obtain one.


Experience in defense, autonomy, robotics, gaming, logistics, geospatial systems, or similarly constrained technical domains is especially relevant.


Location: Flexible hybrid or remote work arrangement

Compensation: Flexible for the right candidate, $200k+

Samuel Killick Researcher

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