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






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






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






4. Graphical User Interface.






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






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






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






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






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






10. 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.






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






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






13. 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.






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






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






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






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






18. 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.






19. 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.






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






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






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






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






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






25. 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.






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






27. the illusion of movement by switching costumes






28. A class of games.






29. A graphic associated with a sprite






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






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






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






33. 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.






34. A model






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






36. 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.






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






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






39. Logic used to determine a computer players decisions.






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






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






42. The smallest type of variable that holds non-numeric data. Word - phrases - lines of a file - and full sentences are examples






43. 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






44. An if-statement






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






46. 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.






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






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






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






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