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. Indent stuff nicely - etc. Compiler ignores it






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






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






4. Logic used to determine a computer players decisions.






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






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






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






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






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






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






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






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






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






14. A keyword used to execute a block of statements in the case that the test condition with the if keyword evaluates to false.






15. 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.






16. An if-statement






17. 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.






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






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






20. A note in the code






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






22. 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.






23. 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.






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






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






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






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






28. A class of games.






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






30. 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.






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






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






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






34. 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.






35. 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.






36. A graphic associated with a sprite






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






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






40. 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






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






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






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






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






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






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






47. 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.






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






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






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