JORDI ROS

Seasoned Software Engineer, experienced in C++ and Javascript, with a passion for 3D, realtime, online and interactive applications.
I have a strong background in building real-time graphics applications, both in the web and native, as well as experience designing and implementing backend and frontend solutions for reliable and highly-available environments.

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Worked on Dreams mainly as a UI Programmer, directly working with search, shaders and tools.
Also improved DS4 and PSMove tracker library for the PS4.

Fightcade is a matchmaking platform for online retro gaming, where I integrated rollback netplay into a custom emulator (FBNeo), with improved GGPO netcode and other new features, and engineered a scalable backend in nodejs + mongodb, currently handling +25M replays and +20k daily games.

RemoteImgui, an open-source WebGL remote viewer for DearImgui using WebSockets and Three.js.

Worked on Tearaway as a UI Programmer, focusing on papery visuals and feeling.

Find Your Way to Oz is a Chrome experiment by Unit9 based on Disney’s movie Oz The Great and Powerful, where I worked doing shader and scene compositing work.
Case StudySource Code

They Will Eat You! is a fast game made with B-Reel troops for 2012 Halloween! Built with JavaScript and Three.JS, featuring AI pathfinding, 3D animation, procedural fog, scary sounds and much more!

Cube is a game made with B-Reel troops for showcasing Google Maps new features. Built with JavaScript and Three.JS, featuring box2D physics, custom shaders and shadows, complete gameplay, smooth transitions and even a rubik mode!

Development and installation of a set of interactive applications for the FC Barcelona Museum, designed by Exit de Disseny.
Project included touch videowalls, touch tables with custom hardware, a large videowall and a mapping structure, all built using my custom C++/DirectX engine, handling multiple screens and running at FullHD resolutions, 60fps.

Development and installation of a set of interactive applications for the Accenture Innovation Center in Madrid, designed by Exit de Disseny.
Main project included a big touch videowall built using my custom C++/DirectX engine for a single PC setup with 3 projectors, each of them running at 1920x1200, 60fps.

Development of the Festival Internacional de Jazz de Barcelona 2011 app for iOS devices, with specific versions for iPad and iPhone.
The application is built on top of a custom Obj-C/Cocoa content engine, aimed to build fast applications using a layout file with native code extensions.

Lead the software engineering for Connection Darts, an electronic darts machine with online features.
Features include realtime P2P games, UDP punch hole, streaming, online competitions, rankings, leagues, custom hardware integration, etc.

Improved and optimized Gestmusic's inhouse real-time layout engine and applications, built using C++ and .NET


A collection of casino gambling machines I did for a private client, using my custom C++/DirectX engine.
Machines featured multi seat playing, touch screen, statistics, encryption, real random playing, hi-res graphics, realt hardware roulette connection and many more features.

I worked at Pyro Studios on Commandos 2, Commandos 2 for XBox and Commandos 3, as a senior Technology Programmer.



PERSONAL PROJECTS

VR is Back! is an open-source Beat Saber style game made for JS13k competition, where you destroy random cubes as they approach, available on GitHub

PicoVJ is a collection of small FX I did for the Pico8 virtual console, with a VJ interface. Source code available on GitHub

GLInvasion is an open-source, oldschool shoot'em up mini game built using JavaScript and Three.js. Source code available on GitHub

GLGif is a small JavaScript class for loading Gif files into a Three.js material. Source code available on GitHub

Floralia is an iOS game made by Jorge Fuentes and me (Kenshō), available on iOS platforms, built using my custom C++/OpenGL engine.

I built a Carcassonne style board game, on one of the earliest iPhone SDKs available, using my custom C++/OpenGLES engine.

Neon v2 is a VJ software I built in 2004 for our demoscene group Xplsv. It was used it in many gigs and parties, and later became open-source.
Built using a custom C++/DirectX engine for the rendering and Delphi for the UI. Featured shaders, Post FX, realtime 3D models, FFT synch, MIDI, Lua, an SDK, and many more.

I did a few demoscene works presented at different parties, with some notable releases like Envolvente (PC Demo), Sound Pressure (PC Demo), Deadline Caught Me (Playstation) and Hollow (64k PC Intro).


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