[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"me":3,"catalog:en:game-dev\u002Fgame-networking-multiplayer":4,"config":127},null,{"field_key":5,"field_name":6,"seniority":7,"topic_key":8,"topic_name":9,"spec_key":7,"spec_name":7,"locale":10,"cell_total":11,"field_total":12,"seniorities":13,"topics":17,"specs":40,"samples":41},"game-dev","Game Development","","game-networking-multiplayer","Game Networking Multiplayer","en",75,600,[14,15,16],"junior","mid","senior",[18,21,24,27,28,31,34,37],{"key":19,"name":20,"count":11},"game-ai-pathfinding","Game Ai Pathfinding",{"key":22,"name":23,"count":11},"game-input-audio","Game Input Audio",{"key":25,"name":26,"count":11},"game-loop-fundamentals","Game Loop Fundamentals",{"key":8,"name":9,"count":11},{"key":29,"name":30,"count":11},"game-performance-optimization","Game Performance Optimization",{"key":32,"name":33,"count":11},"game-physics-collision","Game Physics Collision",{"key":35,"name":36,"count":11},"game-rendering-pipeline","Game Rendering Pipeline",{"key":38,"name":39,"count":11},"game-state-management","Game State Management",[],[42,60,73,87,100,114],{"id":43,"topic":9,"difficulty":44,"body":45,"options":46,"correct_key":51,"explanation":59},"019f6b28-173c-70ec-883e-8bb3e677e467",2,"In a client-server multiplayer architecture, what is the main structural difference compared to a pure peer-to-peer setup?",[47,50,53,56],{"key":48,"text":49},"a","Every player's machine sends game state directly to every other player's machine",{"key":51,"text":52},"b","One machine (the server) is the central hub all players connect through",{"key":54,"text":55},"c","There is no network communication at all between players",{"key":57,"text":58},"d","Only the fastest player's machine controls the entire match","Client-server puts a dedicated hub in the middle: clients talk to the server, and the server relays\u002Fauthorizes data, instead of every client talking to every other client directly.",{"id":61,"topic":9,"difficulty":44,"body":62,"options":63,"correct_key":48,"explanation":72},"019f6b28-173d-75f7-b3c0-b2b6c3d1591b","A small 2-player co-op game connects the two players' machines directly to each other with no dedicated server. Which architecture is this?",[64,66,68,70],{"key":48,"text":65},"Peer-to-peer",{"key":51,"text":67},"Client-server",{"key":54,"text":69},"Dedicated server cluster",{"key":57,"text":71},"Load-balanced microservice mesh","Direct machine-to-machine connection without a central authority is the defining trait of a peer-to-peer setup.",{"id":74,"topic":9,"difficulty":75,"body":76,"options":77,"correct_key":54,"explanation":86},"019f6b28-173e-7165-85da-017053711d30",1,"What is a common downside of peer-to-peer architecture for competitive multiplayer games compared to client-server?",[78,80,82,84],{"key":48,"text":79},"It always requires more total players",{"key":51,"text":81},"It removes the need for any network connection",{"key":54,"text":83},"Cheating is harder to stop without a trusted validator",{"key":57,"text":85},"It makes graphics rendering slower","Without a central authority, any peer could send manipulated data, making it structurally harder to stop cheating.",{"id":88,"topic":9,"difficulty":44,"body":89,"options":90,"correct_key":57,"explanation":99},"019f6b28-173f-7269-9fe6-f033510606b7","What does 'server-authoritative' mean in a multiplayer game model?",[91,93,95,97],{"key":48,"text":92},"The server only renders graphics for all connected clients",{"key":51,"text":94},"Each client decides its own final game outcome and reports the result to others",{"key":54,"text":96},"The server has no copy of the game state, only clients do",{"key":57,"text":98},"The server holds the final, trusted state and validates actions before applying them","Server-authoritative means the server is the source of truth: it checks and applies actions rather than blindly trusting whatever a client claims happened.",{"id":101,"topic":9,"difficulty":102,"body":103,"options":104,"correct_key":51,"explanation":113},"019f6b28-173f-7ac2-9b3f-95ae345beeaf",3,"A player modifies their local client to claim they picked up an item they never actually reached. In a server-authoritative design, what should happen?",[105,107,109,111],{"key":48,"text":106},"The client's claim is trusted and the item is granted immediately",{"key":51,"text":108},"The server checks the player's real position and item state before granting the pickup",{"key":54,"text":110},"The item is granted to whichever client reports it first, regardless of position",{"key":57,"text":112},"The server disconnects all players in the match automatically","Server-authoritative design means the server independently verifies conditions like position and item availability instead of trusting client-reported outcomes.",{"id":115,"topic":9,"difficulty":44,"body":116,"options":117,"correct_key":48,"explanation":126},"019f6b28-1740-741b-bffb-a6ac05da56af","Why do most competitive online shooters use a server-authoritative model instead of trusting each client's own hit detection?",[118,120,122,124],{"key":48,"text":119},"Trusting client hit reports lets a modified client claim fake hits",{"key":51,"text":121},"Because it makes the game's graphics render faster",{"key":54,"text":123},"Because it removes the need for any internet connection",{"key":57,"text":125},"Because it guarantees zero latency for every player","If clients decided their own hits, a cheating client could simply report hits at will; a trusted server checking the actual state prevents that.",{"fields":128,"seniorities":311,"interview_shapes":312,"locales":317,"oauth":319,"question_count":322,"coach_enabled":323,"jd_match_enabled":323},[129,154,174,190,214,227,246,265,287,294,300,305],{"key":130,"name_tr":131,"name_en":131,"sort":75,"specializations":132},"backend","Backend",[133,136,139,142,145,148,151],{"key":134,"name":135,"field":130},"general","Genel",{"key":137,"name":138,"field":130},"go","Go",{"key":140,"name":141,"field":130},"python","Python",{"key":143,"name":144,"field":130},"java","Java",{"key":146,"name":147,"field":130},"csharp","C#\u002F.NET",{"key":149,"name":150,"field":130},"nodejs","Node.js",{"key":152,"name":153,"field":130},"php","PHP",{"key":155,"name_tr":156,"name_en":156,"sort":44,"specializations":157},"frontend","Frontend",[158,159,162,165,168,171],{"key":134,"name":135,"field":155},{"key":160,"name":161,"field":155},"javascript","JavaScript",{"key":163,"name":164,"field":155},"typescript","TypeScript",{"key":166,"name":167,"field":155},"react","React",{"key":169,"name":170,"field":155},"vue","Vue",{"key":172,"name":173,"field":155},"angular","Angular",{"key":175,"name_tr":176,"name_en":176,"sort":102,"specializations":177},"fullstack","Fullstack",[178,179,180,181,182,183,184,185,186,187,188,189],{"key":134,"name":135,"field":175},{"key":137,"name":138,"field":130},{"key":140,"name":141,"field":130},{"key":143,"name":144,"field":130},{"key":146,"name":147,"field":130},{"key":149,"name":150,"field":130},{"key":152,"name":153,"field":130},{"key":160,"name":161,"field":155},{"key":163,"name":164,"field":155},{"key":166,"name":167,"field":155},{"key":169,"name":170,"field":155},{"key":172,"name":173,"field":155},{"key":191,"name_tr":192,"name_en":192,"sort":193,"specializations":194},"devops-cloud","DevOps \u002F Cloud",4,[195,196,199,202,205,208,211],{"key":134,"name":135,"field":191},{"key":197,"name":198,"field":191},"aws","AWS",{"key":200,"name":201,"field":191},"gcp","GCP",{"key":203,"name":204,"field":191},"azure","Azure",{"key":206,"name":207,"field":191},"kubernetes","Kubernetes",{"key":209,"name":210,"field":191},"terraform","Terraform",{"key":212,"name":213,"field":191},"linux","Linux",{"key":215,"name_tr":216,"name_en":216,"sort":217,"specializations":218},"ai-engineer","AI Engineer",5,[219,220,221,224],{"key":134,"name":135,"field":215},{"key":140,"name":141,"field":215},{"key":222,"name":223,"field":215},"llm-rag","LLM\u002FRAG",{"key":225,"name":226,"field":215},"mlops","MLOps",{"key":228,"name_tr":229,"name_en":230,"sort":231,"specializations":232},"database","Veritabanı","Database",6,[233,234,237,240,243],{"key":134,"name":135,"field":228},{"key":235,"name":236,"field":228},"postgresql","PostgreSQL",{"key":238,"name":239,"field":228},"mysql","MySQL",{"key":241,"name":242,"field":228},"mongodb","MongoDB",{"key":244,"name":245,"field":228},"redis","Redis",{"key":247,"name_tr":248,"name_en":249,"sort":250,"specializations":251},"mobile","Mobil","Mobile",7,[252,253,256,259,262],{"key":134,"name":135,"field":247},{"key":254,"name":255,"field":247},"ios-swift","iOS (Swift)",{"key":257,"name":258,"field":247},"android-kotlin","Android (Kotlin)",{"key":260,"name":261,"field":247},"flutter","Flutter",{"key":263,"name":264,"field":247},"react-native","React Native",{"key":266,"name_tr":267,"name_en":268,"sort":269,"specializations":270},"security","Güvenlik","Security",8,[271,272,275,278,281,284],{"key":134,"name":135,"field":266},{"key":273,"name":274,"field":266},"appsec","AppSec",{"key":276,"name":277,"field":266},"offensive-pentest","Offensive \u002F Pentest",{"key":279,"name":280,"field":266},"cloud-security","Cloud Security",{"key":282,"name":283,"field":266},"devsecops","DevSecOps",{"key":285,"name":286,"field":266},"blue-team-incident","Blue Team \u002F Incident",{"key":288,"name_tr":289,"name_en":290,"sort":291,"specializations":292},"qa-test-automation","QA \u002F Test Otomasyonu","QA \u002F Test Automation",9,[293],{"key":134,"name":135,"field":288},{"key":295,"name_tr":296,"name_en":296,"sort":297,"specializations":298},"data-engineer","Data Engineer",10,[299],{"key":134,"name":135,"field":295},{"key":5,"name_tr":301,"name_en":6,"sort":302,"specializations":303},"Oyun Geliştirme",11,[304],{"key":134,"name":135,"field":5},{"key":306,"name_tr":307,"name_en":307,"sort":308,"specializations":309},"ml-engineer","ML Engineer",12,[310],{"key":134,"name":135,"field":306},[14,15,16],{"junior":313,"mid":315,"senior":316},{"questions":314,"median_sec":3},20,{"questions":314,"median_sec":3},{"questions":314,"median_sec":3},[318,10],"tr",[320,321],"google","github",21750,true]