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Netease game R & D Engineer Intern (client side)
2022-07-26 18:22:00 【Morita Rinko】
project
1、 Project introduction and what you are responsible for in the development process .
2、 How to achieve the card drag effect .
- When the mouse clicks on the card , Get the position of the mouse and the center of the card , Calculate the distance vector between them , stay update In the function, according to the distance vector and the position of the mouse , Update the location of the card , You can move the card with the mouse .
3、 The real-time rendering of the scene will cause relatively large overhead , What methods can be used to reduce some expenses .
- Bake , Render the scene that doesn't need to change in advance to the texture for storage , The scene samples the texture directly to get the picture effect without real-time rendering .
4、 If there are too many cards in the card atlas, how to design to reduce gameobject Create and optimize management .
- use MVC Patterns will manage data and views ui Separate , Connect the two parts through the controller ,M Part of the data management , Including items, quantities, etc ,V It is used to load data into the game backpack screen for display ,C Used to connect two parts .
Language foundation
1、c# Life cycle of .
(1) Compile phase :Reset
(2) Start stage :Awake-OnEnable-Start
Awake: For initialization , And only once , For example, create game objects
OnEnable: The script executes each time it is activated
Start: Execute at the next frame after initialization , It's only going to be executed once , Program UI The initialization , For example, get game objects or components
(3) Iterative update phase :FixedUpdate-Update-LateUpdate
FixedUpdate: Call at a fixed frequency
Update: Call at a non fixed frequency
LateUpdate: whenever Update Call immediately after
(4) Display phase :OnGUI
(5) Sweep phase :OnDisable-Ondestroy
OnDisable: Execute when the script is not available
Ondestroy: Called when the script is destroyed , Only once
2、awake and OnEnable The difference between .
3、 Three characteristics of object-oriented language .
Inherit 、 encapsulation 、 polymorphic
4、 Take an example to explain polymorphism .
5、 The difference between abstract classes and interfaces .
A class can only inherit one abstract class, but it can inherit multiple interfaces
6、 What's the difference between overloading and rewriting .
heavy load : Overloaded method parameters are different , Including the data type and the number of parameters .
rewrite : The parameters and method names of rewritten methods should be consistent .
data structure
1、list and vector What's the difference? .
One is a linked list structure, and the other is an array structure
2、 Know what sort algorithms .
Directly inserted into the 、 choice 、 Bubbling 、 Quick line up 、 hill 、 Merger 、 Pile up 、 base
3、 Briefly describe the idea of fast draining and bubbling .
4、 The time complexity of bubbling and fast discharging .
6、 Three traversal sequences of binary trees .
Front middle back , The front, middle and back of the root , But the child nodes are left first and then right
7、 Features of binary search tree .
The left node < The root node < Right node
8、 What happens if the binary lookup tree inserts too many nodes . How to solve .
The tree structure will shift , There will be left-right imbalance , It will also be a lot of trouble to find , Balance both sides of the binary tree by left or right rotation
graphics
1、 except unity What other rendering pipelines do you know about , A brief introduction .
(1)SRP Programmable rendering pipeline , There are two layers , Encapsulate graphics at the bottom API etc. , It is allowed to pass on the second floor c# Script to set rendering commands ,unity Pass these commands to the underlying graphics architecture .
(2)LWRP use SRP Write a rendering pipeline , If you don't want to spend a lot of time writing on pipelines , You can use LWRP.
(3)URP stay SRP Expand to , Perform a single pass forward rendering using a real-time shadow light and light blanking for each object , Traditionally, an additional traversal is performed for each pixel light .LWPR Updated version of .
(4)HDRP( HD rendering pipeline ) More HD and refined effect . Some things that support modern graphics , Light chasing, etc .
2、 The physical meaning of cross product and dot product .
3、 How to realize object tracing .
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