Milos Jovanovic

Senior Engine Developer at Keen Software House
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Contact Information
Location
Serbia, RS
Languages
  • English -
  • French -

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Experience

    • Czechia
    • Computer Games
    • 1 - 100 Employee
    • Senior Engine Developer
      • Apr 2023 - Present

      Havok expert, performance analysis and optimization. Working on physics shapes optimizations, destruction and shape deformation in VRAGE 3 engine. Mostly using C# but also C++ for some engine parts. - physics shapes creation for deformed objects: improved performance 1.75-2.8x + spread non-critical deformations over multiple frames Havok expert, performance analysis and optimization. Working on physics shapes optimizations, destruction and shape deformation in VRAGE 3 engine. Mostly using C# but also C++ for some engine parts. - physics shapes creation for deformed objects: improved performance 1.75-2.8x + spread non-critical deformations over multiple frames

    • United States
    • Software Development
    • 200 - 300 Employee
    • Senior Physics Software Engineer
      • Mar 2023 - Apr 2023

      Havok game physics SDK- changing the way bodies are stored (using chunked arrays instead of contiguous ones) to enable faster world cloning

    • Physics Software Engineer 2
      • Jun 2018 - Mar 2023

      Havok game physics SDK Particles (low-fi rigid bodies), physics joints, character controller, Unity integration (GameObjects and DOTS/ECS); used C++ mostly (without std lib), C# sometimes.Features:- deactivation in particle-particle collisions (making particle piles steady) - particles are simulated similarly as rigid bodies, just lower fidelity and better performance- mentored an intern who improved performance of deterministic particle-particle collisions- compound shape memory optimization- multiple physics worlds in Unity Physics and Havok Physics for Unity- primary dev working on Unity Physics and Havok Physics for Unity in some periods- owned the integration of Havok constraints into Unity (GameObjects and DOTS) and helped Unity's physics team with motorized joints v1 in Unity Physics- auto-climbing on obstacles for character controller (and comparison vs PhysX), developed on top of Havok's ProxyCharacterController- switching from quantized to float AABBs for bodies- various fixes for clients, like penetration prevention in ProxyCharacterController when other bodies have high velocities Show less

    • Software Engineer 2
      • Sep 2015 - Jun 2018

      Worked on: audio support for all and video support for O365 users (using Azure Media Services), improving docx/pptx import into Sway

    • Software Engineer
      • Sep 2014 - Sep 2015

      Worked on Suggested content, OneNote and Pickit content sources

    • Software Design Engineer in Test
      • Jun 2010 - Sep 2014

      Worked on: OpticalCharacterRecognition engine integration in OneNote 2013 and OneNote Immersive, Math Add-Ins for Office 2013 and Office 2007/2010, MSMath 4.0

Education

  • School of Electrical Engineering
    Master's Degree, Computer Software Engineering
    2009 - 2012
  • School of Electrical Engineering
    Bachelor's Degree, Computer Science
    2004 - 2009
  • Mathematical Highschool
    High School
    2000 - 2004

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