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Resume 2020 7pdf

Yitong Dai is a physics-based game developer and programmer with extensive experience in C/C++, computer graphics, and Unreal Engine. He has worked on projects at Epic Games and as a software engineer. His technical skills include linear algebra, 3D math, and scientific computing. He has developed games and simulations involving deformable objects, constraint-based physics, and vehicle AI. He holds a Master's degree in Electrical and Computer Engineering from the University of Utah and a Bachelor's in Software Engineering from Auburn University.

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0% found this document useful (0 votes)
209 views1 page

Resume 2020 7pdf

Yitong Dai is a physics-based game developer and programmer with extensive experience in C/C++, computer graphics, and Unreal Engine. He has worked on projects at Epic Games and as a software engineer. His technical skills include linear algebra, 3D math, and scientific computing. He has developed games and simulations involving deformable objects, constraint-based physics, and vehicle AI. He holds a Master's degree in Electrical and Computer Engineering from the University of Utah and a Bachelor's in Software Engineering from Auburn University.

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Yitong Dai

349 1st Ave N #12 334-655-0736


Key Words: physics-based animation, game developer
Salt Lake City, Utah 84102 [email protected]
Project Gallery: https://r9dyt.weebly.com/projects.html

Technical Skills
• C/C++ • Assembly • MATLAB • Python • Computer Graphics
• Computer Architecture • VLSI Design • Multithread Programming • Unreal Engine
• Decent knowledge in linear algebra, 3D math, scientific computing; physics enthusiast especially about dynamics.
• Very good at problem-solving in terms of algorithms and debugging.

Industry Experience
Fortnite UI Programmer Intern | Epic Games | Cary, NC | Link to Details May 2019 – August 2019
○ Features implemented and solved-problems including but not limited to, crash caused by deadlock, button functionality loss after multiple
clicks, game objects initialization order conflicts, mismatch between player mesh and avatar, malfunctional match making button.
Software Engineer | Tennibot (Auburn Research Park) | Auburn, AL October 2016 – July 2017
○ Developed the iOS companion App for wearable devices.
○ Solved the coordinate system translation problem and used k-nearest neighbors algorithm for swing pattern recognition.

Programmer | Chemistry Department of Auburn University | Auburn, AL January 2015 – May 2015
○ Reduced execution time of molecule simulation by 50% with CUDA on top the neighbor-list structure.

Selected Projects
Pebble Game Microprocessor Design (Verilog) | Link to Details
○ Hard-coded a pebble board game and the Min-Max algorithm with ASIC design.
○ Human players can play the AI player.
○ Implemented a software version of the Min-Max algorithm with the pruning feature to verify my hardware solution.

CPU Emulator (C) | Link to Details


○ Designed the assembly code, the machine code and the assembler.
○ Simulated pipeline architecture and scoreboarding to resolve dependency issues.
○ Supports parallel computing and out-of-order execution.

Deformable Objects Simulation with Projective Dynamics (C++) | Link to Details


○ Solved backward numeric integration by using projective dynamics.
○ Used a deformable cube to collide with ground to showcase rotation invariance and the stability of implicit integration.

Custom Game Engine (C++)


○ Implemented flexible size & fixed size memory allocators for fast and large allocations respectively.
○ Used Axis Aligned Bounding Box (AABB) for continuous collision detection in 3D with high robustness.
○ Implemented smart/weak pointer for easy memory management.
○ Recreated Asteroids with my own engine (link to details).
○ Built a first-person shooter game with my own physics system in 3D (link to details).
○ Generalized the continuous collision detection to any convex polyhedrons (link to details).
Constraint-Based Physics (C++) | Link to Details
○ Implemented my constraint solver based on sequential impulse on top of my custom game engine.
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○ Incorporated GJK as a 2 method for collision detection and EPA for contact generation in my engine.
○ Used my constraint solver to resolve collisions and implemented a simple ball joint.

Vehicle AI on Sphere | Football Edition of Rocket League (Unreal) | Link to Details


○ Simulated physics to make cars run on a sphere.
○ Created the AI player.
○ Designed the algorithm for conditions of scoring over spinning goals.

Education
Master of Electrical & Computer Engineering Bachelor of Software Engineering
University of Utah (December 2019) Auburn University (May 2016)
GPA: 4.0/4.0 Major GPA: 3.84/4.0

Achievements
• Dean’s List (Fall 2014, Spring 2015)
• Honor Graduation Magna Cum Laude at Auburn University (2016)

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