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腾讯游戏客户端开发面试 (Unity + Cocos) 双重轰炸 社招6轮面试
2022-07-07 23:35:00 【游戏编程】
基础
堆和栈
补码
系统/游戏内存碎片的处理
windows linux 系统的大小端
由a~z组成的字符串,设计压缩算法,哈夫曼编码
c++
虚函数实现,多态实现,虚函数纯虚函数作用
关键字 virtual 修饰函数即可,多态则是父类指针指向子类对象,调用虚函数时实际会调用子类的被override的虚函数
纯虚函数的类也称为抽象类,是为了让使用者必须override整个类,无法被实例化,从编译器层面禁止了无实际意义的class对象的创建
STL vector,allocator,map,unorder_map,红黑树 原理 扩展因子 扩容实现
架构
核心战斗系统实现 好的设计模式或者架构
ECS BUFF系统
大地形管理,开放世界地图策略
大地图:AOI(十字链表法),LOD,
大地图渲染:LightMap,静态动态和批
Unity
Unity内存、场景、资源管理,热更新策略
协程和线程区别
图集策略,打包策略,java和Oc
AssetBundle自己封装的嘛?为什么不用现成的?
C
值类型引用类型,new值类型在栈上还是堆上
GC
C# List对应C++什么,C++ list对应C#什么,STL源码拷问
优化
CPU:
GPU:合批
帧数过高:电池策略,长时间不操作降低亮度和帧率上限
渲染
光照计算中为什么需要模型空间法线乘以世界矩阵的逆转置得到世界空间法线,什么情况下不需要?
背面剔除和裁剪各自发生在哪个空间下?
光栅化的方法,画线的方法
法线贴图如何实现的,法线贴图作用
PBR了解嘛?最常用PBR如何组成?
Unity的StandardShader为什么手游中不提倡使用?为什么性能损耗严重?
变体太多,针对桌面端而非移动端,精度较高
自己实现过阴影嘛?如何实现的?
平面阴影:王者荣耀的实现,关键点是计算mesh的各个顶点在所需平面上的交点,以及考虑用模板测试进行阴影的渐变
渲染管线流程,MVP每个矩阵的处理位置和空间概念,矩阵运算拷问
ZTest和模板测试发生在什么阶段
GBuffer 延迟渲染优缺点
优点:复杂度不会随着光源数量增加,消耗稳定
缺点:半透明、后处理、抗锯齿
MSAA发生在什么阶段
学习
对客户端开发的哪一块感兴趣?如何学习图形学? 最近看了哪些图形学方向的资料?简述 写过shader嘛?举例说明 自己GitHub上的项目,你的游戏引擎参考了什么?如何学习的OpenGL? 看你github写过渲染器和引擎,简述
网络
帧同步和状态同步的与表现,同步策略,回滚,补帧,快照,如何一致性
lua
弱引用,弱表的试用
ToLua XLua如何与C# C C++交互
物理
链接:腾讯游戏客户端开发面试 (Unity + Cocos) 双重轰炸 社招6轮面试_EricBBB的博客-CSDN博客
作者:款冬
游戏编程,一个游戏开发收藏夹~
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