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

