T

Todd Wasson

Software Engineer

St Paul, Minnesota, United States0 mo experience
AI Enabled

Key Highlights

  • Expert in C++ and game development.
  • Developed multiple racing simulators and physics engines.
  • Strong background in AI programming for gaming.
Stackforce AI infers this person is a Game Development Engineer with extensive experience in physics engines and AI systems.

Contact

Skills

Core Skills

Game DevelopmentC++Physics EngineUnity3d

Other Skills

AI ProgrammingAI SystemAgile MethodologiesC#Computer GamesDirectX12Driving AssistsGame DesignJavaMultithreadingOpenGLPHPPhysics SystemProgrammingQt

Experience

Performance simulations

Software Engineer

Mar 2022Present · 4 yrs · St. Paul, MN · Remote

  • Currently developing a DirectX12 car racing simulator from scratch in C++ on my own (finally). See my wall for vids and stuff.
C++Game DevelopmentDirectX12

Studio 397

Senior Software Engineer

Dec 2020Mar 2022 · 1 yr 3 mos · Amersfoort, Utrecht, Netherlands · Remote

  • Nascar '21 : Ignition - Programmer on the Studio 397 side modifying the rFactor 2 engine for this Motorsport Games title. Spent a few months writing driver assists, then gutted and rewrote a lot of the rFactor 2 AI system for improved oval racing against AI cars for the next year or so. Hand tuned all the AI at all tracks with the new system several times.
C++rFactor 2AI ProgrammingGame Development

Vae victis

Software Engineer

May 2019Apr 2021 · 1 yr 11 mos · Cesena, Emilia-Romagna, Italy · Remote

  • Racecraft - Did updates for a coin-op arcade version of the game. Work was mainly bringing the physics engine up to a higher level of vehicle dynamics modelling than in their original release so it'd be somewhat on par with Gran Turismo style vehicle handling. This included numerous updates to the tire model, suspension model, a complete rewrite of the aerodynamic system, new traction control and antilock braking systems, a new turbocharger simulation, a proper limited slip differential model replacement, throttle blipping, engine thermodynamics, and so on. Designed and wrote a new AI system replacement for automatic AI line generation optimized for lap times.
Physics EngineVehicle DynamicsAI SystemGame Development

Studio 397

Senior Software Engineer

Mar 2018Mar 2019 · 1 yr · Amersfoort, Utrecht, Netherlands · Remote

  • The Grand Tour Game - Customized the rFactor 2 physics engine to do an arcade type racing game. Most work was designing and programming driving assists and various fake force/moment algorithms to bring a gamepad friendly arcade feel to the rFactor 2 high end simulation engine.
Physics EngineDriving AssistsGame Development

Black delta

Software Engineer

Jul 2017Mar 2019 · 1 yr 8 mos · Melbourne, Victoria, Australia · Remote

  • KartKraft - Consulted and assisted with a redesign/rewrite of the physics engine. Wrote the tire model and did vehicle and tire model parameterization for vehicle handling. Also wrote some supporting tools such as AI assisted model parameterization.
Physics EngineVehicle HandlingGame Development

Performance simulations

Software Engineer

Oct 2014Mar 2017 · 2 yrs 5 mos · St. Paul, MN · Remote

  • Wrote "Design it, Drive it : Speedboats" in Unity after being bit by the VR bug and not finding any existing boat simulators that scratched the high speed boating itch properly. Features a high end physics system and fully procedural boat generator for player customization.
Unity3DPhysics SystemGame Development

Virtual racing industries

Software Engineer

Nov 1999Jul 2014 · 14 yrs 8 mos · Cruquius, North Holland, Netherlands · Remote

  • Wrote and licensed a physics/vehicle dynamics engine to VRI for Virtual RC Racing and it's successor, VRC Pro. Did all the vehicle dynamics work (handling tuning/model parameterizations), wrote an AI system, multiple internal tools, tire models, and a two stroke internal combustion engine simulation for VRC Pro. Too much to list after 14 years on both titles.
Physics EngineAI SystemGame Development

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