Game Programming Fundamentals Questions
Programming concepts specific to games: the game loop and update cycle, game-logic implementation, object-oriented design for entities and systems, and animation systems. Covers the coding patterns and language fundamentals a game engineer is expected to reason about at the interview whiteboard. A distinct domain surface within core development.
Describe keyframe interpolation versus frame-based playback and time-based sampling for animations. Explain how you would implement time-based sampling so animation playback remains correct under variable frame rates and paused/resumed states.
Discuss trade-offs between value types (for example C# structs) and reference types (classes) in hot loops or large arrays in games. Cover memory layout, copying costs, garbage collection impact, boxing, alignment, and recommended practices for performance-sensitive systems such as physics or rendering data.
Design an API for a deterministic random number generator suitable for replayable game logic and lockstep simulations. Requirements: seedable, reproducible integers/floats, ability to save/restore internal state compactly, performant, and suitable for per-simulation/thread use. Describe the API surface (seed, nextInt, nextFloat, getState, setState), the internal state layout, and how you'd serialize the state for network synchronization or replay.
Design a deterministic algorithm to resolve simultaneous actions in a strategy game where actions have priorities and dependencies (some actions cancel or require others). Input: list of actions each with actor ID, targets, priority integer, and dependency list. Output: final ordered set of applied actions and resulting state. Describe the data structures and algorithm (handling cycles, ties, and fairness), complexity, and corner cases like circular dependencies.
Implement a GPU shader snippet (GLSL/HLSL pseudocode) that performs linear blend skinning for a skinned vertex. Inputs: array of bone matrices, bone indices, bone weights, and vertex bind position. Mention limitations on bone array size and suggest mitigations.
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