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






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






3. 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.






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






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






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






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






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






9. 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.






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






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






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






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






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






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






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






17. A class of games.






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






19. 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.






20. 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.






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






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






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






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






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






26. 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.






27. Graphical User Interface.






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






29. A 2D image which is is used as a kind of wallpaper for the basic polygons used in 3D graphics.






30. An if-statement






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






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






33. 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.






34. 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.






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






36. 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.






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






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






39. 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.






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






41. A collection of data items - all of the same type - in which each item's position is uniquely designated by an integer.






42. A game that has X - Y and Z for it's coordinates but only a small amount of Z coordinates. It typically is played on X and Y coordinates with the use of 3D assets.






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






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






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






46. A player will use their character to defeat quests. These games are comparable to dungeons and dragons.






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






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






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






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