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. 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.






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






3. 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.






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






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






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






7. Consists of all the basic tools a programmer needs to create a program. Typically - it consists of a text editor - a compiler - a debugger - and other necessary tools.






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






9. 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.






10. 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.






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






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






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






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






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






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






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






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






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






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 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.






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






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






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






25. A note in the code






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






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






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






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






30. A graphic associated with a sprite






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






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






33. the illusion of movement by switching costumes






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






35. This is a genre of game where players uses their eye and hand coordination to win.






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






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






38. Logic used to determine a computer players decisions.






39. 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.






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






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






42. 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.






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






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






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






46. 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.






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






48. 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.






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






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