Game Engine, Gameplay, and Physics Programming Questions

The runtime systems of games: the game loop, core engine architecture, gameplay mechanics implementation, physics simulation, and collision detection. Covers frame-time budgeting, deterministic simulation, and translating design intent into interactive systems. The engine-and-simulation core of game development.

HardTechnical
97 practiced

Implement a Command pattern in C# for deterministic replay and rollback netcode. Requirements: ICommand interface with Execute(int tick) and Undo(int tick), commands must be serializable to a compact binary form for network transmission, maintain an input history buffer keyed by tick, and support replaying a sequence of commands to reproduce the state. Provide interface/class definitions and example implementations for MoveCommand and FireCommand, and describe integration with rollback.

EasyTechnical
54 practiced

Design a simple health and damage system API for a game object (pseudocode or C#). Include ApplyDamage, Heal, Die, events for UI updates, invulnerability frames, and safeguards to avoid negative health or double-application due to overlapping collisions. Also describe how to propagate death events to other systems.

EasyTechnical
51 practiced

Explain the practical differences between A* and Dijkstra's algorithm for grid-based pathfinding in games. Discuss when to choose each, how heuristic admissibility affects A*, memory and runtime trade-offs for real-time updates, and how tie-breaking affects path quality and performance.

HardTechnical
48 practiced

Implement a deterministic fixed-point physics integrator in C++ for a 2D position/velocity simulation suitable for lockstep multiplayer. Provide a FixedPoint type (or typedef) with basic operations, and show the position update using semi-implicit integration while avoiding floating-point operations.

MediumTechnical
60 practiced

Compare array-of-structs (AoS) versus struct-of-arrays (SoA) layouts for storing component data (positions, velocities, health). Explain cache performance, vectorization potential, memory access patterns, and provide a concrete example where SoA yields a measurable speedup and why.

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