Genesis-World: Core Physics Engineer
Listed on 2026-08-21
-
Engineering
AI Business & Operations, AI Engineer (Applied/Software), Software Engineer
What we're building
Robots will learn in simulation before they hit the factory. Genesis-World is our bet on that future.
Genesis-World is an open-source, general-purpose simulation platform for physical AI from Genesis AI. One unified multi-physics engine: rigid bodies, FEM, MPM, particles, cloth, fluids. A robot arm can pour water onto sand, grasp a deformable object, or cut a soft body, all in the same simulation. Nyx, our in-house renderer, may be the most promising renderer for robotics out there: real-time photo-realistic rendering, advanced features like depth of field, and state-of-the-art techniques never seen before.
Sensors of every kind: cameras, lidar, IMU, contact forces, temperature, plus arguably the most advanced tactile simulation available (paper). And the engine keeps growing: we are developing internally the most comprehensive and fastest Incremental Potential Contact (paper) solver for deformable body dynamics we know of, soon to be open-sourced. It powers real business applications, from full-fledged box packaging with labelling machine and all, to wire harnessing and lab automation, without any physics hack or compromise.
Everything is Python-first and runs anywhere. Kernels are written once, and Quadrants, our in-house JIT compiler, lowers them to CUDA, AMD ROCm, Apple Metal, Vulkan, x86, and ARM
64. A single laptop or a datacenter. Massively batched GPU simulation for learning at scale, and complex non-batched scenes where CPU wins outright.
This is at the core of Genesis AI's strategy. Evaluation is the bottleneck of scalable robotics: real hardware caps iteration at wall-clock time, but simulation turns it into a compute problem. Ours already runs two orders of magnitude faster than hardware (tens of thousands of episodes in half an hour instead of 200+ hours), while correlating with on-hardware rollouts at 89%.
The north star: physical AI that improves at the speed of compute.
You push the physics of Genesis-World forward. The mandate is clear: ship production-ready simulation capabilities that matter for the company's internal needs. Research applied end-to-end, from algorithm to merged, tested, documented code that real robot-learning pipelines depend on. Occasional groundbreaking research happens, notably through academic collaborations. But the core of the job is making the engine measurably better along five axes:
Speed. Algorithms that are not only faster but also smart enough to spend compute only where it matters across both time and space: larger stable timesteps, selective fidelity (adaptive across scales or simply hand-set), structure-aware solvers.
Completeness. No physics off limits: water, human animation, air flow, gravel, tendons, even body organs. Whatever the next use case needs, the engine grows to cover it.
Fidelity. More realistic models: contact, friction, deformation, energy, actuation, materials…
Versatility. Extensible multi-physics without compromise on realism: all solvers in the scene coupled together at once, two-way and constraint-based. Write your own solver and it joins the scene like a native one, growing into an open solver ecosystem.
Scalability. From workstation to factory scale, and one day, city scale: thousands of interacting entities, batched across environments, without losing physical soundness.
Our ambition is to establish Genesis-World as the go-to simulator for physical AI, from companies and research labs to individuals.
The problems waiting for youEvery fidelity for every physics. The same physics at every point of the speed-accuracy spectrum, from heavily batched training with XPBD or VBD to final validation with IPC. Same scene, same API, pick your tradeoff.
Invent physics level-of-detail (LOD). Rendering has had LOD for decades, physics is still waiting. Simulate at full fidelity what agents interact with and see, coarsely what they do not.
Heterogeneous environments. Every parallel world can hold a completely different model: different bodies, joints, and collision geometries.
Adaptive timesteps per island. Error-based control with Runge-Kutta Dopri5, and Time-of-Impact stepping during collision detection, as done in…
(If this job is in fact in your jurisdiction, then you may be using a Proxy or VPN to access this site, and to progress further, you should change your connectivity to another mobile device or PC).