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BeamNG

Real-time soft-body vehicle dynamics engine

Senior Rendering Programmer

Game EngineeringConfirmed live in the last 24 hours
Full-timeRemote in GermanyNo salary listed

About the Job

Requirements

  • Proven track record creating or modifying rendering code in a custom or proprietary engine.
  • Solid foundation in C++ programming and real-time rendering, with at least 5 years of experience.
  • Experience with fundamental multithreading primitives and parallel command recording.
  • Hands-on experience with at least one modern graphics API, such as DirectX 12, Vulkan, or a console equivalent, and shader authoring in HLSL or GLSL, including compute shaders.
  • Strong understanding of the real-time rendering pipeline and GPU hardware, including rasterization, lighting and shadowing, materials, post-processing, synchronization, and resource lifetimes.
  • Comprehensive understanding of memory management and optimization strategies for both CPU and GPU.
  • Strong mathematical knowledge required for real-time rendering, including linear algebra, vectors and matrices, coordinate spaces, geometry, and color spaces.
  • Knowledge of GPU and CPU performance profiling and debugging tools, such as RenderDoc, PIX, Nsight, or vendor profilers.
  • Proven ability to take ownership of projects and drive initiatives to successful completion.
  • Excellent written and spoken English communication skills; additional languages are a plus.

Responsibilities

  • Improve the internals of the proprietary C++ game engine and renderer.
  • Work across graphics backends, including DirectX 11, DirectX 12, Vulkan, and console APIs, ensuring features remain consistent, correct, and performant on supported platforms.
  • Implement and improve rendering features end to end.
  • Optimize GPU and CPU frame time and memory usage.
  • Write simple, maintainable code designed for long-term sustainability.
  • Learn new areas of the codebase independently as required for each task.
  • Apply knowledge of linear algebra, vectors, and geometric principles.
  • Investigate and resolve GPU vendor-, driver-, and hardware-specific issues reported across a wide range of player hardware.
  • Assist with build scripts, library integrations, and continuous integration.
  • Participate in internal chat conversations and track those that may affect engine and renderer development.
  • Take ownership of the advancement of assigned projects with minimal oversight.
  • Work closely with artists and technical artists to turn visual goals into something that runs in real time.
  • Assist and guide other developers and occasionally conduct minor code reviews.

Desired Qualifications

  • Experience developing a custom engine or renderer as a personal or hobby project.
  • Experience supporting multiple graphics backends through a shared abstraction layer.
  • Console development experience.
  • Familiarity with shader compilation toolchains and cross-compilation, such as DXC and SPIR-V, as well as shader permutation systems.
  • Willingness to provide programming mentorship and conduct code reviews.
  • Proficiency in Linux programming and scripting.
  • Knowledge of continuous integration, troubleshooting build issues, and integrating new libraries and platforms.
  • Virtual reality rendering experience.

About the Company

BeamNG

Real-time soft-body vehicle dynamics engine

BeamNG creates a soft-body physics engine for real-time vehicle dynamics and damage, powering the game BeamNG.drive since 2013 and BeamNG.tech for non-commercial scientific studies. The engine models deformable vehicle components and complex collisions in real time, enabling both entertainment gameplay and research uses such as driver behavior analysis, autonomous vehicle training, and machine learning. Unlike typical game engines that rely on rigid bodies, BeamNG emphasizes detailed deformation and damage under various driving scenarios, and it offers free BeamNG.tech access for non-commercial research to foster wider adoption. The company pursues broader commercial partnerships, ongoing updates to BeamNG.drive (moving beyond Early Access), and a global, collaborative team culture focused on regular in-person meetups and industry events to strengthen productivity. Its core goal is to advance high-fidelity simulation and apply it across gaming and scientific applications.

Company size
51-200
Company stage
Not listed
Total funding
Not listed
Headquarters
Bremen, Germany
Founded
2013

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