Game Development Test Upwork
In 3D rendering, __ addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader?
Reflection
Transport
Projection
Shading
Translation affects the position of an object, rotation affects its _____ and scale affects its size?
orientation
vertex
matrix
render
Which of the following is NOT a property of the UDP protocol ?
No concept of connection, you have to code this yourself
No guarantee of reliability or ordering of packets, they may arrive out of order, be duplicated, or not arrive at all!
You have to manually break your data up into packets and send them
Makes sure it doesn’t send data too fast for the internet connection to handle
Normally the first stage any 3D art asset goes through, after all of the concept art has been finalized, is the modeling stage. The modeling process in game development is very similar to the modeling process in other mediums, but one of the most important thing to consider for games development is keeping the 3D model polycount high, by avoiding __ or __ in your polygons?
Is this statement correct ?
Note: There may be more than one right answer.
Quads
Triangles
Vertex
None of the above
A Network port is an integer number normally ranging from?
0 to 20635
0 to 65535
0 to 75535
0 to 55535
The light makes the object look as ____ object?
2D
3D
Vertex
All of the above
A sound ____ allows access and modification of the samples and it play audio?
stream
buffer
file
size
Transmission Control Protocol (TCP) is a network convention for transferring data between ?
computers
internet
sharing
All of the above
Rendering is the process of generating an image from a 2D or 3D model (or a collection of individual models, AKA scene file) by means of computer software. Also, the results of such a model can be called a rendering?
GPU
Rendering
Particles
Texturing
A Particle system is essentially an emitter object, which has shape and size, which creates particles according to certain rules. Each particle that's created receives a variety of attributes form the emitter and _____?
speed
gravity
environment
rotation
direction
A particle has a position But No?
orientation
render
tile
shader
Which of the following is NOT regarding forms/types of GPU on market?
Dedicated graphics cards, the GPUs of the most powerful class typically interface with the motherboard by means of an expansion slot such as PCI Express (PCIe) or Accelerated Graphics Port (AGP) and can usually be replaced or upgraded with relative ease, assuming the motherboard is capable of supporting the upgrade.
Integrated graphics (IGPs) utilize a portion of a computer's system RAM rather than dedicated graphics memory. IGPs can be integrated onto the motherboard as part of the chipset, or within the same die as CPU (like AMD APU or Intel HD Graphics).
An external GPU (eGPU) is a graphics processor located outside of the housing of the computer. External graphics processors are sometimes used with laptop computers.
Hybrid graphics processing is a modified form of stream processor (or a vector processor), running compute kernels. This concept turns the massive computational power of a modern graphics accelerator's shader pipeline into general-purpose computing power, as opposed to being hard wired solely to do graphical operations.
The problem with using TCP for realtime games like FPS is that unlike web browsers, or email or most other applications, these multiplayer games have a real time requirement on packet delivery?
Multiplayer Games
Single Games
Mobile Games
3D Games
Which of the following is NOT a technique for reducing polycount in 3D models?
Keeping an eye on the silhouette of your model can be very important in preventing it from getting too complex.
Take advantage of Unseen Polygons. There are some scenarios where it will be impossible for the player to see certain parts or sides of a model.
Keep the environment illumination adjusted to highlight some important aspect of complex 3D polygons.
Creating different LOD (Level of Details) Models depending on the object's distance from the camera during the game.
Using this texture with a sf::Sprite object would normally allow us to see only?
One tile
Multiple tile
Dynamic tile
None of the above
Which of the following options is NOT Rendering software?
Lightworks
Enlighten
Beast
3ds Max
SpeedTree
The game world maintains a collection of objects. Each object implements an update routine that simulates one frame of the object’s behavior. Each frame, the game refresh every object in the collection.
What game design pattern does the description above references ?
Update method
Game loop
Observer
Event Queue
Which of the following is True to create a Vertex Buffer Object?
Note: There may be more than one right answer.
Generate a new buffer object
Bind the buffer object
Copy the vertex data to the buffer object
None of the above
Which of the following Polygon mesh sub-object level?
Note: There may be more than one right answer.
Vertex
Edge
Polygon
None of the above
Read the following code and select a True statement?
1- bool loadFromFile(const std::string& filename, sf::Shader::Type type);
2- bool loadFromFile(const std::string& vertexShaderFilename,const std::string& fragmentShaderFilename);
A.The first function loads either a fragment or a vertex shader
B.The second function loads both a vertex and a fragment shader
C.Both(A & B)
D.The first and second will loads only single file
In 3D rendering, the shaded three-dimensional objects must be flattened so that the display device - namely a monitor - can display it in only two dimensions, this process is called 3D __?
Transport
Shading
Projection
Reflection
In 3D rendering __ is the relationship between the incoming and outgoing illumination at a given point?
Reflection
Shading
Transport
Projection
Which of the following is NOT a type of texture for 3D modeling ?
Specular Map
Diffuse Map
Normal Map
Photon mapping
Tiling
In 3D rendering, ___ describes how illumination in a scene gets from one place to another. Visibility is a major component of light __?
Shading
Transport
Reflection
Projection
Which of the following options is NOT correct regarding texture mapping concepts?
A texture map is an image applied (mapped) to the surface of a shape or polygon. This may be a bitmap image or a procedural texture. They may be stored in common image file formats, referenced by 3d model formats or material definitions, and assembled into resource bundles.
Multitexturing is the use of more than one texture at a time on a polygon. For instance, a light map texture may be used to light a surface as an alternative to recalculating that lighting every time the surface is rendered.
The way that samples (e.g. when viewed as pixels on the screen) are calculated from the texels (texture pixels) is governed by baking.
texture maps may have 1-3 dimensions, although 2 dimensions are most common for visible surfaces. For use with modern hardware, texture map data may be stored in swizzled or tiled orderings to improve cache coherency.
A render target define the place where 2D objects such as , , or _____ are rendered?
Sprites, texts, shapes
Bitmaps, texts, shapes
Sprites, texts, textures
Sound, texts, shapes
Complex mathematical calculations which are part of _____ engine are executed by GUP only and not by CPU?
Physics
Game
Motion
Particle
Which is the color that an object reflects when illuminated by "good lighting."?
Diffuse Color
Editable Poly
Specular color
Omni Color
Somewhere in every game there's a chunk of code (a function for example) that reads in raw user input __ , etc. It takes each input and translates it to a meaningful action in the game?
button presses
keyboard events
mouse clicks
button presses, keyboard events, mouse clicks
Particles are normally drawn as a flat bitmap on screen rather than as a 2D-dimensional?
shader
model
scene
vertex
User Datagram Protocol is another often used tool for _____ programming?
Network
Computer
Hardware
Command
Shaders are used to apply a variety of graphical effects to rendered?
Scene
Objects
Materials
All of the above
Rendering is the final process of creating the actual 2D image or animation from the prepared scene.Which of the following is NOT a technique for rendering?
non-realistic wireframe
polygon-based
reflection/scattering
ray tracing
radiosity
Which of the following mathematics of game programming?
Single and Multiple Point Collision Detection
Computational Geometry
Matrix Transformations
All of the above
Game _____ a framework which has inbuilt physics engine and rendering mechanism?
API
Engines
Programming
Software
Game _____ , a framework which has inbuilt physics engine and rendering mechanism?
Engines
Library
Software
Programming
Rendering _____ and materials are used to display the object on screen?
Scene
Materials
Geometry
Textures
SFML provides an _____ to work with position, rotation, and scale in the class sf::Transformable?
Method
Function
API
Rendered
Springs and _____ alone can produce a whole range of impressive effects such as ropes, flags, cloth garments, and water ripples?
Rendering
Particles
Texturing
GPU
The particle physics engine is primarily suitable for special effects—namely, the ballistics of projectile weapons and particle systems and the _____ effects for explosions?
audio
video
2D
None of the above
Mesh Animation methodology supports the deformations of Muscles & Joints?
facials
biceps
skin movement on rib-joints
All of the above
Which of the following Development Processes in Game Development?
A)Pre-production,High concept,Pitch,Concept,Design,Programming
B)Level creation,Art production,Audio production,Testing
C)Milestones playable,Filestones playable
D)Alpha,Code freeze,Beta,Code release
E)Gold time,Gold crunch
F) A and B and D
The _____ that a projectile has when it impacts depends on both its mass and its velocity: if we drop the velocity, we should increase the mass to compensate?
Effect
Particles
Gravity
None of the above
Audio systems are easier to generi-cise than renderers. At the topmost level, the sorts of things you do with sounds are?
Note: There may be more than one right answer.
stop playing a sound
set sound parameters
play a sound
set of sounds and videos
None of the above
Collision detection can be a very time-consuming process. Each object, in the game may be colliding with any other _____ , and each such pair has to be checked?
Point
Object
Target
Motion
Which of the following objects of Detecting Collisions?
Pixel Perfect
Axis Aligned Bounding Box
Circle
Hash Map
All of the above
Choose a TRUE statements of Texturing?
Texturing is technique for adding detail, providing surface texture or color
so that a realistic look can be given to the characters, sets and props
It is very common in almost all the 3D applications
All of the above
Which of the following points on a triangle that have special geo-metric significance?
Note: There may be more than one right answer.
centre of gravity
incenter
circumcenter
topcenter
Choose the correct flow of Component architecture for the rendering package?
Note: There may be more than one right answer.
High-level > Scene
Intermediate-level > Model
Low-level > Rend > Prim
None of the above
What are the High-level classes comprise?
Note: There may be more than one right answer.
complex numbers
interpolators
integrators
mxn matrix
vector class
What are the Game Programming sub-disciplines?
Gameplay Programming
AI Programming
Tools Programming
Graphics Programming
All of the above
Which of the following applications of mathematics in game programming?
Note: There may be more than one right answer.
Single and multiple point collision detection
Matrix transformations
Computational geometry
None of the above
Renderers and ____ systems represent near-extremes in the balance of platform-specific to generic code in a system?
2D
audio
3D
Particle
GPU also computers the projection _____ of 3D objects(3D vertex array) from scene to form a 2D frame to be displayed on screen?
Transform
CPU
Matrix
Particles
Choose a TRUE statements of Layout Designing?
Note: There may be more than one right answer.
Layout for the entire game and for all the levels
The layout represents the various sets and passage ways with hurdles
The layout represents the various sets and passage ways with animation
All of the above
Complex mathematical calculations which are part of physics engine are executed by GPU only and not by?
CPU
Rendering
3D Array
None of the above\
In a convex polygon, the line between any two points in the polygon is completely contained within the polygon. In a concave polygon, there is at least _____ of points in the polygon for which the line between the points is partially outside the polygon?
one pair
two pair
three pair
four pair
Texture is a ____ image scaled down for optimization of game.Textures are applied one 3D objects visuals?
Sprite
Render
3D
2D
Sprites are also scaled down version of a 2D image but they are only used for ____ assets?
2D
3D
Sprite
Animator
Quad-trees are used for two dimensions (or three dimensions where most objects will be stuck on the ground), and oct-trees for ___. In many 3D games a quad-tree is as useful as an oct-tree and takes less memory?
One dimensions
Two dimensions
Three dimensions
X,Y axis
Polygons are made up of _____ .They generally triangle make up the 3D Models creating a mesh?
Objects
Sprites
Vertex
Textures
Which of the following Game Art 3D?
Note: There may be more than one right answer.
Concept Art
Modeling
Wrapping & Texturing
Animation
None of the above
What are 2D Game Art?
Conccpet Art
Sprites
Texture Art
UI Artist
All of the above
Which of the following statements is correct about GPU Optimization?
Note: There may be more than one right answer.
Use minimum number of triangles(vertices) per frame
Try to keep number of UV mappings(2D image representation of a 3D models surface) less
draw call counts GPU computers the light, shader promoters and creates
drawing commands for GPU for every object created in frame
Which of the following Main Milestones in Game Development?
Note: There may be more than one right answer.
Alpha
Beta
Gold
None of the above
What are the Game Development Processes?
Note: There may be more than one right answer.
Art
Design
Technical
None of the above
Choose a TRUE statements of Modeling?
Note: There may be more than one right answer.
Character modeling, sets modeling and props modeling
Models have to provide enough data so the finer details can be rendered in an effective manner
Advanced techniques like the use of normal mapping
None of the above
The field of view (FOV) is the angle that is intercepted by the view frustum. We actually need following angles?
A) a horizontal field of view
B) a vertical field of view
C) a centre field of view
D) A and B
What are the roles in the video games industry?
Note: There may be more than one right answer.
Producer
Publisher
Development Team
None of the above
Gravity typically acts in the down direction, unless you are going for a _____ effect?
visual
special
motion
None of the above
The view frustum is the volume of space that is potentially visible to the _____ . It is shaped like a pyramid with the tip snipped off?
camera
pixel
point
plan
Vertex stores the ___ location in 3D space and pixel-light value?
X
Y
Z
XY
XYZ
As level designers and artists use the tools for level building, they request features and changes to the in-house tools that allow for quicker and higher quality?
Product
Model
Development
Design
Regarding audio file types, what's the incorrect to state ?
The bit layout of the audio data (excluding metadata) is called the audio coding format and can be uncompressed, or compressed to reduce the file size, often using lossy compression.
WAV, AIFF, AU or raw header-less PCM are common examples of uncompressed audio formats.
FLAC, ALAC (filename extension .m4a) and MPEG-4 SLS, MPEG-4 are common examples of formats with lossless compression.
Opus, MP3, Vorbis, and AAC are common examples of formats with lossless compression
Render textures can be used to ____ a scene that is not immediately displayed?
render
materials
textures
data
The problem with using __ for games like FPS is that unlike web browsers, or email or most other applications, these multiplayer games have a ___ requirement on packet delivery . For many parts of your game, for example player input and character positions, it really doesn’t matter what happened a second ago, you only care about the most recent data?
TCP; real time
UDP; real time
TCP; reliable
UDP; reliable
Choose below the option that's NOT correct regarding audio compression and information loss?
Audio data compression has the potential to reduce the transmission bandwidth and storage requirements of audio data. Audio compression algorithms are implemented in software as audio codecs.
Lossy audio compression algorithms provide higher compression at the cost of fidelity and are used in numerous audio applications. These algorithms almost all rely on psychoacoustics to eliminate or reduce fidelity of less audible sounds, thereby reducing the space required to store or transmit them.
Only in lossy compression (not in lossless), information redundancy is reduced. Methods such as coding, pattern recognition, and linear prediction are employed to reduce the amount of information required to represent the uncompressed data.
Lossless audio compression produces a representation of digital data that decompress to an exact digital duplicate of the original audio stream, unlike playback from lossy compression techniques such as Vorbis and MP3.
GPU also _____ the projection Matrix of 3D objects (3D vertex array) from scene to from a 2D frame to be displayed on screen?
Render
Vertex
Model
None of the above
In mathematical terms, a transform _____ a coordinate system onto another?
maps
model
audio
texture
Which of the following options is incorrect regarding how to send and receive packets using UDP protocol?
For most modern OS platforms you have some sort of basic socket layer available based on BSD sockets, which can be manipulated using simple functions like “socket”, “bind”, “sendto” and “recvfrom”. /
UDP is a connectionless protocol, so each time you send a packet you must specify the destination address. You can use one UDP socket to send packets to any number of different IP addresses.
Each socket must be bound to a unique port, because when a packet arrives the port number determines which socket to deliver to. Developers should avoid using ports lower than 1024 because they are reserved for the system.
By default sockets are set in what is called “blocking mode”. This means that if you try to read a packet using “recvfrom”, the function will not return until a packet is available to read.
Once a socket is created and set to "blocking mode", they cannot be flip into “non-blocking mode”. When in "non-blocking mode", the "recvfrom” function returns immediately when there are no packets are available to read.
Which of the following is incorrect to say about networking in game development ?
UDP is a reliable protocol, in the sense that all packets that are sent will eventually get through. The protocol theoretically guarantees the delivery of the packets.
With UDP we can send a packet to a destination IP address and port, and it will get passed from computer to computer until it arrives at the destination computer or is lost along the way.
TCP-based connection is reliable and ordered, meaning that all data you send is guaranteed to arrive at the other side in the same order that you wrote it. Its also a stream of data, meaning that TCP takes care of splitting up your data into packets and sending those across the network for you.
TCP and UDP are both built on top of IP, but they are radically different. UDP behaves very much like the IP protocol underneath it, while TCP abstracts everything so it looks like you are reading and writing to a file, hiding all complexities of packets and unreliability from you.
A type of geometric model of a three-dimensional object in which the basic shape is made up of points, or vertices, connected by edges?
Maps
Material
NTSC
Mesh
In the Event Queue design pattern, a queue stores a _ notifications or requests in first-in, first-out order. Sending a notification enqueues the request and returns. The request processor then processes items from the queue at a later time. Requests can be handled directly or routed to interested parties. This the sender from the receiver both statically and in time?
series of; decouples
single; decouples
series of; couples
single; couples
The sf::View utility gives us another two precious features: __ and __ our view?
Scaling, rotating
Zooming, rotating
Moving, rotating
Zooming, Scaling
A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of and media in a frame buffer intended for output to a display?
Note: There may be more than one right answer.
audio, text-based
video, text-based
camera, text-based
All of the above
Open Audio Library (OpenAL), an interface for ____ functionality?
Low-level audio
High-level audio
Middle-level audio
All of the above
Which of the following is NOT a property of the TCP protocol?
Connection based
Guaranteed reliable and ordered
Makes sure it doesn’t send data too fast for the internet connection to handle
You have to manually break your data up into packets and send them
What are sub-disciplines for the Game Programming?
GamePlay
AI
Tools
Graphics
All of the above
Ensure a class has one instance, and provide a global point of access to it. -- What's the design pattern ?
Component
Singleton
State
Type Object
Observer
Rendering systems are built upon API such as _____ which provide software abstraction of the graphics card?
Update and Draw
OpenGL and Direct3D
2D and 3D
Render and Shader
The update() and draw() methods bring the encapsulated scene graph functionality to the API of the __ class?
View
Model
World
Transformable
A ____ transform species the way an object is represented on the screen?
Materials
Geometrical
Vertex
Shaders
The Game Loop is one of the most famous and widely used game__ . A game loop runs continuously during gameplay. Each turn of the loop, it processes user input without blocking, updates the game state, and renders the game?
Class Patterns
Design Patterns
Render
Modeling Patterns
A particle system is a technique in game development that uses a large number of very small sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional?
Rendering Techniques
Rendering Objects
Camera Viewer
Texturing Techniques
Game Development Test Upwork 2019