Michael J. Gourlay

Dr. Michael J. Gourlay

Principal Lead Software Development Engineer

Platform Development

Michael Jason Gourlay Inventor
Michael Gourlay

Bio

Dr. Michael J. Gourlay works as a Principal Lead Software Development Engineer.

He previously worked at Electronic Arts (EA Sports) as the Software Architect for the Football Sports Business Unit, as a senior lead engineer on Madden NFL, on character physics and the procedural animation system used by EA, on Mixed Martial Arts (MMA), and as a lead programmer on NASCAR. He wrote the visual effects system used in EA games worldwide and patented algorithms for interactive, high-bandwidth online applications. He also architected FranTk, the game engine behind Connected Career and Connected Franchise.
 
He also developed curricula for and taught at the University of Central Florida (UCF) Florida Interactive Entertainment Academy (FIEA), an interdisciplinary graduate program that teaches programmers, producers and artists how to make video games and training simulations.
 
He is also a Subject Matter Expert for Studio B, and writes articles for Intel on parallelized computational fluid dynamics simulations for video games.
 
Prior to joining EA, he performed scientific research using computational fluid dynamics (CFD) and the world's largest massively parallel supercomputers. His previous research also includes nonlinear dynamics in quantum mechanical systems, and atomic, molecular and optical physics, stealth, RADAR and massively parallel supercomputer design. He also developed pedagogic orbital mechanics software.
 
Michael received his degrees in physics and philosophy from Georgia Tech and the University of Colorado at Boulder.

Fluids

Interactive simulation of fluid-like continuous media.

News

2014 April: Technical editor for and contributor to Paul Varcholik's book Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming

2013 October 8: Fluid Simulation for Video Games, part 17: Fluid Surface Identification
2013 May 1: Fluid Simulation for Video Games, part 16: VPM-SPH Hybrid
2013 Jan 30: Fluid Simulation for Video Games, part 15: Smoothed Particle Hydrodynamics

2012 Oct 26: Misinformed Cognoscenti: Steve Jobs, Unicorn
2012 Aug 15: Fluid Simulation for Video Games, part 14: Containers
2012 Aug 15: Misinformed Cognoscenti: Reading Code is Bad
2012 July 6: Misinformed Cognoscenti: Toys, Tools and Meta-Tools
2012 June 23: Misinformed Cognoscenti: Information Hiding for Fun and Profit
2012 May 16: Fluid Simulation for Video Games, part 13: Convex Obstacles
2012 April 16: Misinformed Cognoscenti: How to delete an object with multiple inheritance
2012 Mar 15: Fluid Simulation for Video Games, part 12: Jerkstrophy
2012 Mar 8: Misinformed Cognoscenti: Half-Baked Ideas and the Cutting Edge: Participation versus Spectation

2011 Dec 17: Misinformed Cognoscenti: COM: WTF
2011 Dec 15: Fluid Simulation for Video Games, part 11: Combustion
2011 Nov 10: Lectured at the Red Stick Animation Festival Retrospective
2011 Nov 4: Misinformed Cognoscenti: Programmer tests
2011 July 8: Fluid Simulation for Video Games, part 10: Thermal effects
2011 June 22: Misinformed Cognoscenti: The Innovation Process
2011 May 30: Misinformed Cognoscenti: Power and flexibility are bad
2011 Mar 25: Misinformed Cognoscenti: Recipes versus Tools & Techniques: How Alton Brown could improve the Game Industry
2011 Mar 22: Fluid Simulation for Video Games, part 9: Body Buoyancy
2011 Feb 24: Misinformed Cognoscenti: Perpetual Hubris of Future Generations
2011 Jan 28: Reddit linked to Intel vorton fluid sim articles.
2011 Jan 25: Farsthary (Raul Fernandez Hernandez) added a vorton fluid particle simulation to Blender.
2011 Jan 16: Misinformed Cognoscenti: How I Will Profit from Your Ideas

2010 Dec 10: Misinformed Cognoscenti: Not That Kind of Doctor -- Why I left academia for the game industry
2010 Nov 5: Fluid Simulation for Video games: part 8 - Baroclinicity: Fluid Buoyancy
2010 July-Sept: Fluid videos: Vorton combustion. Curve ball. Blue sinks, red floats.
2010 Aug : Jayeson Lee-Steere ported the vorton fluid sim to iPhone. Runs in real time (by SIGGRAPH standards). First 3D fluid-body simulation on an iPhone?.
2010 July: Fluid-body Simulation using vortex particle operations: International Conference on Computer Graphics and Interactive Techniques, Los Angeles, California, Session: Animation, article 8, 2010.
2010 Apr 20: Interview on Intel Software Network TV show called Visualize This!
2010 Mar 16: Patent 7680038 awarded: Dynamic Bandwidth Detection and Response for Online Games (FreePatentsOnline)
2010 Feb 10: Fluid Simulation for Video games: part 7 - Particle Operations for Fluid Motion
2010 Jan 21: Fluid Simulation for Video games: part 6 - Differential Velocity Solvers
2010 Jan 11: Misinformed Cognoscenti: Scripting Language Survey: Unreal Script

2009 Dec 7: Fluid Simulation for Video games: part 5 - Profiling and Optimization
2009 Oct 28: Fluid Simulation for Video games: part 4 - Two-way Fluid-body Interaction
2009 Oct 28: Fluid Simulation for Video games on Gamasutra. Part 2
2009 Oct 15: Fluid Simulation for Video games on Gamasutra. Part 1
2009 Oct 2: Fluid Simulation for Video games: part 3 - Vortex Particle Fluid Simulation
2009 Sep 8: Misinformed Cognoscenti: Concurrency in games: Prefer data parallelism to task parallelism
2009 Aug 3: Misinformed Cognoscenti: Game Engine Configuration Language, Part 6: Concrete Examples of Abstraction
2009 July 21: Fluid Simulation for Video games: part 2 - Fluid Simulation Techniques(PDF)
2009 July 21: Fluid videos: Atomic vortex ring. Ballistic mayhem. Galaxy of Dots.
2009 July 7: Fluid Simulation for Video games: part 1 - Introduction to Fluid Dynamics (Visual Adrenaline)(PDF)
2009 July 6: Misinformed Cognoscenti: Game Engine Configuration Language: Part 5: Means of Abstraction
2009 May 15: Kotaku reports on a game my students made to exercise their game engine, a work in progress.
2009 Apr 15: Misinformed Cognoscenti: Game Engine Configuration Language: Part 3: Binding, revisited
2009 Feb 2: Misinformed Cognoscenti: Game Engine as Operating System: Part 2: Actor Model of Concurrency
2009 Jan 20: Fluid Video. Click on this link, or choose "HQ" in the menu bar below, to see a higher quality version.
2009 Jan 5: Misinformed Cognoscenti: Game Engine Configuration Languages: Part 1: Introduction

2008 Dec 1: Misinformed Cognoscenti: Game Engine as Operating System: Part 1: Game loop versus kernel
2008 Nov 3: Misinformed Cognoscenti: Prototype-based programming language with fast dynamic binding
2008 Sep 9: Misinformed Cognoscenti: Event system filter mechanism refinement
2008 Aug 11: Fluid Simulation for Video games:
International Conference on Computer Graphics and Interactive Techniques ACM SIGGRAPH 2008 posters.
My poster at SIGgraph 2008. See A104, near the top.
Poster materials

Dr. Michael J. Gourlay / mijagourlay at mijagourlay dot com

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