Michael Johnson is a director and Rust-focused roboticist with 11 years of experience building simulation, testing, and collision-detection systems for robotics products. Based in Edinburgh, he progressed from hands-on development roles at SeeByte to senior engineering and simulation leadership at Locus Robotics and now leads technical strategy at AugereAI. He combines deep systems-level Rust expertise—demonstrated by concrete contributions to the dimforge/ncollide collision library—with practical robotics ML and simulation experience to bridge research and production. Known for shipping robust ray-intersection and broad-phase collision features, he enjoys solving spatial algorithms and performance bottlenecks that others leave abstract. Michael pairs formal AI/CS training from the University of Edinburgh with a track record of scaling teams and tooling across real-world autonomy stacks.
11 years of coding experience
8 years of employment as a software developer
Bachelor of Science (BSc), Artificial Intelligence and Computer Science, Second Class Honours (Division One), Bachelor of Science (BSc), Artificial Intelligence and Computer Science, Second Class Honours (Division One) at The University of Edinburgh
2 and 3-dimensional collision detection library in Rust.
Role in this project:
Back-end Developer
Contributions:7 commits, 1 PR, 1 comment in 5 days
Contributions summary:Michael implemented core functionalities for a 2 and 3-dimensional collision detection library in Rust. They created and integrated a `FirstRayInterferenceVisitor` within the `DBVTBroadPhase` of the library, focusing on ray intersection queries. The contributions involved changes to the broad phase and glue code to support ray-based intersection cost functions and enhance the collision detection capabilities. This work included modifications to the existing bounding volume tree structure and related query implementations.
Contributions:172 commits, 11 PRs, 165 pushes in 2 years 8 months
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