Consult
 
  Computational Dynamicist  
   
 
Skills, Experience & Brief Biography

Skills:
Dynamics & kinematics: multi-body systems, geometric constraints, differential geometry, numerical integration, real-time simulation.
Mechatronic design: motion control, trajectory generation, firmware.
Software: C, C++, Matlab, etc.
Experience:
Physics simulation technology: six years professional, contibuting to real-time physics middleware aimed at computer game developers.
I pioneered the configurable joint technology implemented in these designs;

  • MdtSkeletal in Mathengine Karma
  • RwpJoint in Criterion RenderWare Physics
  • D6joint in Ageia PhysX

Biography:
1984: gap year at Psion plc. My first task was to port and optimize flight simulator dynamics equations (x86 PC to 68K mac) so I can claim over 20 years of 3D maths and physics simulation experience.
My games experience began in the 80’s home computer boom, writing and selling machine-coded games for the sinclair computers.
1985-1988: Churchill College, Cambridge reading engineering, specialised in electronics and computing.
1988-1992: research engineer at Hewlett Packard Labs in Bristol, high performance systems department. Part of the team that built the first fibre-optic gigabit network.
1993-1998: PhD study, Intelligent Autonomous Systems engineering Lab of the University of the West of England. Vehicle Dynamics Modelling and Neural Network Control. Designed and built a novel omnidirectional robot.
1999-2003: research engineer at Oxford-based game-physics startup Mathengine. I specialised in vehicle dynamics and constraint modelling for skeletal character joints.
2003-2005: self-employed. I consulted with american semiconductor startup Ageia on the design of a configurable joint for their PhysX physics simulator.
2006: Maths library specialist at Bristol-based fabless semi startup Clearspeed Technology plc.