Test your basic knowledge |

Game Programming

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The way a game moves from beginning towards a (possibly undefined) end.






2. A class of games.






3. Several 2D graphics images of one object or character for each of it's possible positions and states. The game engine displays the correct image based on the object's or character's position.






4. A piece of hardware that directs network traffic from one network to the other - and can also act as a firewall.






5. An open-sourced 3D modeller released under the GPL.






6. A document that the designer creates which contains everything that a game should include.






7. A 3d modelling term that refers to a model as a series of polygons.






8. A built-in function such as * - + - - - / - for - while - if - =






9. A computer network limited to the immediate area - often connected with Ethernet. It is often supported in multiplayer games.






10. A set of routines which acts as a go-between for the operating system and a program.






11. Usually an enemy character that will be found at the end of a level which is harder to kill.






12. A sample program with a limited set of features that is used to evaluate software to see how fun - challenging and/or marketable it is






13. A grouping of re-usable code which consists of particular data structures and algorithms.






14. The time it takes for information to travel. Often measured in the time information can go across a network and return with the "ping" command.






15. A chart or plan that is used to help out in designing a program by using standard ANSI symbols to present the detailed series of steps needed to solve a programming problem.






16. Graphical User Interface.






17. x = 5; MAKE SURE TO USE O N E EQUAL SIGN!






18. A package of APIs by Microsoft that is used to quickly access hardware.






19. Many current games have tools that have been developed by the creators or players which allow the game to be changed by players to create different looking and sometimes playing games.






20. A texture that is used to wrap around an entire model. Normally they are drawn on a single bitmap - and then the coordinates are mapped onto the vertices of the model.






21. An if-statement






22. the illusion of movement by switching costumes






23. A model






24. A generic word that game designers use to stand for any object.






25. The physical separation of different subtasks - e.g. - into separate classes - source code files or modules.






26. Instructions written in 0s or 1s (binary); a compiled program






27. A version of a program that is almost finished and is being tested






28. The process of finding and fixing errors in a program.






29. A process of rendering polygons that gives them an illusion of depth.






30. In 32-bit color - 24-bits are used for the color - and the extra 8-bits represent this value. This value is used to determine the pixel's translucency level.






31. When you put one thing inside another - e.g. - a conditional inside a loop - a loop inside a conditional - a loop inside a loop - etc.






32. The process of altering the size of an object.






33. A game whose objects and characters can have an X - Y and Z coordinate.






34. To make a instance of a class. To create a object.






35. A derogatory term for someone who has little or no experience.






36. A game that only has X and Y coordinates for its objects and characters like Tetris and Pac-Man.






37. A generic term for graphics - sounds - maps - levels - models - and any other resources.






38. Something that is true or false






39. It is the code that makes a game run. It can be used for multiple games by using different art and data sets.






40. A process of determining if two objects have collided by testing their bounds or a spatial overlap.






41. A generic name for a missile - bullet - laser beam - acorn - basketball or any other object that gets thrown - hurled or shot as part of a game.






42. Indent stuff nicely - etc. Compiler ignores it






43. A graphic associated with a sprite






44. The effect produced when a complex image is put onto a display with a limited resolution. This effect is a product of downsampling. Examples include jagged looking lines in lower resolutions.






45. A program (or part of a program) used by the programmer to experiment and try out new things






46. blueprints for commonly used and related variables and functions.






47. The number of pixels or character cells per inch available on the screen.






48. A player must jump throughout the game to kill monsters and to travel through the level.






49. Has special meaning. They are reserved and may not be used as variable names.






50. Scripted (non-interactive) 3D animation comprised of pre-set camera motion - character motion and environment changes.