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Tencent game client development interview (unity + cocos) double bombing social recruitment 6 rounds of interviews
2022-07-08 01:39:00 【Game programming】
Basics
Heap and stack
Complement code
System / Processing of game memory fragments
windows linux The size of the system
from a~z Composed string , Design compression algorithm , Huffman code
c++
Virtual function implementation , Polymorphic implementation , Virtual function pure virtual function function
keyword virtual
Modify the function , Polymorphism means that the parent class pointer points to the subclass object , When calling a virtual function, the subclass is actually called override The virtual function
Classes of pure virtual functions are also called abstract classes , It is to make users have to override The whole class , Cannot be instantiated , From the compiler level, meaningless class Object creation
STL vector,allocator,map,unorder_map, Red and black trees principle Expansion factor Capacity expansion
framework
Core combat system implementation Good design pattern or architecture
ECS BUFF System
Large terrain management , Open world map strategy
Big map :AOI( Cross linked list method ),LOD,
Big map rendering :LightMap, Static dynamic and batch
Unity
Unity Memory 、 scene 、 Resource management , Hot update strategy
The difference between a process and a thread
Atlas strategy , Packaging strategy ,java and Oc
AssetBundle Encapsulated by myself ? Why not use ready-made ones ?
C
Value type reference type ,new Is the value type on the stack or on the heap
GC
C# List Corresponding C++ what ,C++ list Corresponding C# what ,STL Source code torture
Optimize
CPU:
GPU: Combined batch
The number of frames is too high : Battery strategy , Do not operate for a long time to reduce the upper limit of brightness and frame rate
Rendering
Why is it necessary to multiply the model space normal by the inverse transpose of the world matrix to get the world space normal in lighting calculation , When not needed ?
In which space does the back culling and clipping occur respectively ?
Rasterization method , The method of drawing lines
How to realize normal mapping , Normal mapping function
PBR Understand ? The most commonly used PBR How to form ?
Unity Of StandardShader Why is it not recommended to use in mobile games ? Why is the performance loss serious ?
Too many variants , For desktop rather than mobile , High precision
Have you ever realized the shadow ? How to achieve it ?
Flat shadows : The realization of the glory of the king , The key point is to calculate mesh The intersection of the vertices of on the desired plane , And consider using template testing for shadow gradient
Render pipeline flow ,MVP The processing position and spatial concept of each matrix , Matrix operation torture
ZTest And what stage does template testing take place
GBuffer Advantages and disadvantages of delayed rendering
advantage : The complexity will not increase with the number of light sources , Stable consumption
shortcoming : translucent 、 post-processing 、 Anti-Aliasing
MSAA At what stage
Study
Which part of client development are you interested in ? How to learn graphics ? What information about graphics have you seen recently ? sketch Yes shader Well ? Illustrate with examples own GitHub Project on , What does your game engine refer to ? How to learn OpenGL? Look at you github I have written about renderer and engine , sketch
The Internet
And performance of frame synchronization and state synchronization , Synchronization strategies , Roll back , Complementary frame , snapshot , How to be consistent
lua
Weak reference , Trial of weak table
ToLua XLua How to communicate with C# C C++ Interaction
Physics
link : Tencent game client development interview (Unity + Cocos) Double bombing Club recruit 6 Round interview _EricBBB The blog of -CSDN Blog
author : coltsfoot
Game programming , A game development favorite ~
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