Hard Game Developer questions
32 questions · 20 points each for a correct first answer.
- 1.Responsive movement with an authoritative servernetworking, multiplayerhard
- 2.Hits that looked right but missednetworking, multiplayerhard
- 3.Jitter far from the originmath, engine-architecturehard
- 4.GPU-bound on mobile with particlesrendering, mobile-performancehard
- 5.Why ECS can be fasterperformance, engine-architecturehard
- 6.Lockstep desyncnetworking, determinismhard
- 7.Choppy remote playersnetworking, multiplayerhard
- 8.Running out of memory in a large levelmemory, engine-architecturehard
- 9.Order of a TRS matrix3d-transforms, linear-algebrahard
- 10.Flickering distant surfacesrendering, graphics-mathhard
- 11.Lighting wrong on stretched meshshaders, linear-algebrahard
- 12.Lights add up too harshlyrendering, color-spacehard
- 13.Transparent objects in wrong orderrendering, transparencyhard
- 14.Drawbacks of deferred renderingrendering, architecturehard
- 15.Striped shadow artefactsrendering, shadowshard
- 16.Game slows to a crawl after a hitchgame-loop, physicshard
- 17.How rollback netcode worksmultiplayer, netcodehard
- 18.Bandwidth grows with player countmultiplayer, networking, scalabilityhard
- 19.Client reports its own damagemultiplayer, securityhard
- 20.Job safety system errormultithreading, unity, performancehard
- 21.Using transform in Task.Runmultithreading, unityhard
- 22.Thousands of tiny temporary allocationsmemory, cpp, engine-programminghard
- 23.Main menu loads the whole gameunreal, memory, asset-managementhard
- 24.Alpha-tested foliage on mobilerendering, mobile, performancehard
- 25.Slerp spins the long way roundquaternions, game-mathhard
- 26.Stutter the first time an effect appearsrendering, performance, shadershard
- 27.Friends cannot join a hosted gamenetworking, multiplayerhard
- 28.Agents bump into each othergame-ai, pathfindinghard
- 29.Free gems from fake purchasessecurity, mobile, backendhard
- 30.Angle between vectors is NaNvector-math, debugginghard
- 31.Two hundred animated charactersanimation, performancehard
- 32.Estimating server time on a clientnetworking, multiplayerhard