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






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






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






4. 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.






5. Indent stuff nicely - etc. Compiler ignores it






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






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






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






9. A type of programming in which programmers define not only the data type of a data structure - but also the types of operations (functions) that can be applied to the data structure.






10. The process of creating an illusion of more colors than are really available in the current color depth by creatively arranging individual pixel patterns.






11. 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.






12. the illusion of movement by switching costumes






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






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






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






16. 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.






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






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






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






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






21. A re-sizable array of elements. A mathematical object - usually in 2D or 3D space containing position elements of the same order.






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






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






24. A graphic associated with a sprite






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






26. 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.






27. Text added to code that explains how the code works. In most languages - this is usually done by typing two forward slashes // and then the comment.






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






29. A series of instructions for performing a task. This is the backbone of all programming.






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






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






32. 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.






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






34. 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.






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






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






37. A class of games.






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






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






40. Graphical User Interface.






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






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






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






44. A model






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






46. An if-statement






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






48. The important and hopefully entertaining interactions between a player and the game world.






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






50. 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