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






2. (x == 5) MAKE SURE TO USE T W O EQUAL SIGNS!






3. 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.






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






5. A program to translate source code into code to be executed by a computer






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






7. Use "for" or "while" to make it repeat a block.






8. 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.






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






10. Indent stuff nicely - etc. Compiler ignores it






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






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






13. A keyword used to define a number variable with a decimal point.






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






15. The science of matter and energy and their interactions.






16. A whole number - i.e. a number that does not have a fractional part.






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






18. A rule which defines how a game proceeds. For instance - in Chess - a bishop may move only along the boards diagonals.






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






20. 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.






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






22. The act of extracting strings from a larger string to gather elements that are needed. Usually referred to when extracting data from a text file - which may or may not be formatted specifically for this purpose.






23. The task of detecting when two objects in a game (or simulation) touch each other






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






25. 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.






26. To combine two or more strings such that they become a new string value.






27. An instance of a class. It therefore has all of the same attributes and methods of that class.






28. A graphics API for PCs and Macs used to develop 3D games like Quake.






29. A note in the code






30. A named storage location that can contain data that can be modified during program execution. Each such location has a name that must begin with an alphabetic character.






31. Implies a precise - reasoned - provable system which can be rigorously tested for accuracy.






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






33. A 2D game that most of the movement through a level is done by moving your charachter left or right.






34. A method whereby a developer is paid for their work as a percentage of either net or gross receipts.






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






36. A 3D location where two or more lines meet.






37. the illusion of movement by switching costumes






38. Rules for combining symbols of a computer language. Important elements might include spelling - spacing - and punctuation. It is the grammar of the specific programming language.






39. 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.






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






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






42. 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.






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






44. A yearly exposition of the newest games - consoles - and tools for electronic entertainment.






45. A keyword used to declare a loop that reiterates statements.






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






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






48. The way a game moves from beginning towards a (possibly undefined) end.






49. Graphical User Interface.






50. The act of simulation a set of circumstances out of the original context. They often simulate hardware calls so that different machines can run each others software.