Game Programming Concepts MCQs

Game Programming Concepts MCQs

These Game Programming Concepts multiple-choice questions and their answers will help you strengthen your grip on the subject of Game Programming Concepts. You can prepare for an upcoming exam or job interview with these 70+ Game Programming Concepts MCQs.
So scroll down and start answering.

1:

What is scanlines rendering?

A.   A fast way to access an image

B.   A black and white effect

C.   An algorithm for visible surface determination

D.   A technique to create a blur effect

E.   None of the above

2:

How much memory will an 8 bit per channel RGBA texture of 256x256 pixels take?

A.   2Mbytes

B.   2Mbit

C.   2Moctet

D.   2Kbytes

3:

What is a graphical projection?

A.   A protocol by which an image of a 3D object is projected onto a planar surface

B.   A technique to display a surface in a 3D scene

C.   A protocol by which an image of a 2D object is projected onto a 3D scene

D.   None of the above.

4:

What is a lightmap?

A.   A texture describing the displacement of a surface

B.   A texture describing the brightness of a surface

C.   A texture describing the bump of a surface

D.   None of the above

5:

What does bump mapping do?

A.   It flattens a texture

B.   It adds a relief effect to a texture

C.   It adds minor displacements to a surface

D.   None of the above.

6:

What is a state machine? 

A.   A programming language

B.   A model of behavior composed of a finite number of states

C.   A model of behavior composed of an infinite number of states

D.   None of the above

7:

What is a mesh?

A.   A visual effect

B.   A 3D model part

C.   The physical representation of a 3D model

D.   None of the above

8:

What are shadow volumes?

A.   Shadow volumes are a technique used in 3D computer graphics to add shadows to a rendered scene.

B.   Shadow volumes are a fast way to add shadows to a 3D scene.

C.   Shadow volumes are a very slow way to add shadows to a 3D scene.

D.   None of the above.

9:

Which of the following are antialiasing techniques?

A.   Supersampling

B.   Adaptivesampling

C.   Multisampling

D.   Fastsampling

E.   Cubicsampling

10:

What is the following 4x4 matrix called?
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

A.   Unary matrix

B.   Normalized matrix

C.   Identity matrix

D.   Reverse matrix

E.   None of the above

11:

What is portal rendering?

A.   A visibility determination algorithm

B.   A shadowing technique

C.   A collision detection algorithm

D.   None of the above

12:

What is a singleton?

A.   A design pattern that uses only static object methods

B.   A design pattern that uses only non-static object methods

C.   A design pattern that is used to restrict the instantiation of a class to one object

D.   None of the above

13:

The fundamental idea behind particles is that they are immune to physics laws (collisions, ...).

A.   True

B.   False

14:

What is pathfinding?

A.   An algorithm used to find a route between A and B

B.   An algorithm used to upload data rapidly

C.   A client to server connection

D.   None of the above

15:

What is Havok Physics?

A.   A physics SDK created by Havok

B.   A special way to handle game physics with quaternion

C.   A collision detection algorithm

D.   None of the above

16:

What does dereferencing mean in C?

A.   Accessing a pointer's value

B.   Accessing the value pointed by a pointer

C.   Adding a second reference to a pointer

D.   None of the above

17:

What are the differences between anisotropic filtering and trilinear filtering?

A.   Anisotropic filtering gives a better quality than trilinear filtering

B.   Trilinear gives a better quality than Antisotropic filtering

C.   Anisotropic filtering performs a linear interpolation

D.   Trilinear filtering doesn't take the angle of vision into account

E.   Trilinear filtering needs more bandwidth than anisotropic filtering

18:

The UDP is an acknowledged protocol.

A.   True

B.   False

19:

Why is the TCP protocol considered a reliable protocol?

A.   Because it is widely used

B.   Because it is acknowledged by routers

C.   Because it is acknowledged by both peers

D.   TCP is not reliable, UDP is

E.   None of the above

20:

What is mipmapping?

A.   A technique to increase the quality of textures

B.   A technique that decreases or increases the resolution of a texture depending on the distance between the point of view and the textured object

C.   A technique to resize textures

D.   A technique to apply textures

21:

What is 3D audio?

A.   3D audio is a technique used to add sound to a 3D environment.

B.   3D audio is a sound effect that creates the illusion of multiple sound sources placed anywhere in the 3D space.

C.   3D audio is a special effect that makes sound like in a specific place.

D.   None of the above.

22:

What is the usual MTU for ethernet networks?

A.   1000

B.   1500

C.   2030

D.   9000

23:

Shadow volumes use per-pixel lighting.

A.   True

B.   False

24:

What is a garbage collector?

A.   A visual effect

B.   A form of automatic memory management

C.   A form of manual memory management

D.   A reference count based memory management

E.   None of the above

25:

What is a physics engine?

A.   A piece of code regulating 3D models

B.   A simulation using Newtonian physics models

C.   A visual effect

D.   None of the above

26:

What is a shader?

A.   A way of uploading vertices to the GPU

B.   A memory effect

C.   A list of renderer instructions to produce certain visual effects

D.   A smooth visual effect

E.   None of the above

27:

What is rasterization?

A.   Collision detection

B.   Texture mapping

C.   The task of taking an image described in a vector graphics format and converting it into pixels

D.   None of the above

28:

What is the utility of z-buffering?

A.   Z-buffering is used to solve the problem of deciding which elements of a rendered scene are visible and which are hidden

B.   Z-buffering is used to render a texture

C.   Z-buffering is used to render distant objects

D.   None of the above

29:

What's a timer?

A.   An entity which represents a task to be executed at a regular interval

B.   A list of functions

C.   A rapid function

D.   None of the above

30:

What is UV Mapping?

A.   A mathematical model of a surface

B.   The process of painting vertices

C.   A 3D modeling process to make a 2D image represent a 3D model

D.   None of the above

31:

What is a vertex buffer object?

A.   An OpenGL extension that provides methods for uploading data to a video device for non-immediate-mode rendering

B.   A Direct3D extension that provides methods for uploading data to a video device for non-immediate-mode rendering

C.   A particle engine

D.   None of the above

32:

What is a particle system?

A.   A technique consisting in using small chunks of memory

B.   A technique to simulate certain phenomena like fire, smoke or dust

C.   A rendering technique

D.   A technique for generating particles

33:

What is a quaternion?

A.   A list of vectors

B.   A linear equation description

C.   An array of numbers

D.   Non-commutative extension of complex numbers

E.   None of the above

34:

How many 3 dimension vectors are needed to position and orient an object in space?

A.   1

B.   2

C.   3

D.   4

E.   5

35:

What is a sprite?

A.   A fairy

B.   An image or animation that is integrated into a larger scene

C.   A 3d model

D.   None of the above

36:

Which of the following is a good design?

A.   Uploading a complete texture to the GPU for each frame

B.   Uploading the texture once and, if part of it changes, uploading the changed sub textures

C.   Uploading the texture once,and then, if it changes, uploading it again

D.   Not using any texture for unfiltered images but drawing directly from the CPU at each frame (e.g. glDrawPixels)

37:

What is framerate?

A.   The number of frames in a game

B.   The monitor refresh rate

C.   The number of times an image is rendered per second

D.   None of the above

38:

While using RGBA, what is the color of #ff00ff80?

A.   Semi-transparent red

B.   Semi-transparent magenta

C.   Semi-transparent blue

D.   Semi-transparent yellow

E.   Semi-transparent orange

39:

What is back buffer?

A.   It is a rendering mode for full screen interface

B.   It is a graphic abstraction layer for rendering

C.   It is a 3D display technology

D.   It is the drawing target buffer in a double buffering system

E.   None of the above

40:

What is a vector?

A.   A complex number

B.   A couple of 2 numbers

C.   A geometric object with a weight and a length

D.   A geometric object which has both a magnitude and a direction

41:

What is a hash table?

A.   A value array

B.   A data structure that associates keys with values

C.   A list of values

D.   A data structure that associates values with keys

E.   None of the above

42:

What is a MIDI file?

A.   A regular audio file

B.   An audio file containing sound waves

C.   A file containing instructions for instrument synthesizers

D.   An image file

E.   None of the above

43:

What is the result of a dot product?

A.   A vector

B.   A scalar

C.   A matrix

D.   None of the above

44:

What is parallax mapping?

A.   A vertices mapping technique

B.   A ray tracing technique

C.   An enhancement of the bump mapping technique

D.   A renderer

E.   None of the above

45:

What is double buffering?

A.   A technique to minimize flickering

B.   A technique to make rendering faster

C.   An image loading technique

D.   None of the above

46:

A UDP client sends a packet to a server on port 80. The server responds using port 50'234 as source port. What will the result be?

A.   It will always work.

B.   The response packet might be blocked by state-full firewalls.

C.   The server will crash when trying to use a different port.

D.   None of the above

47:

What is a data structure?

A.   A list of values with names associated to them

B.   An object array

C.   An event list

D.   None of the above

48:

What is the Gilbert-Johnson-Keerthi algorithm used for?

A.   Collision detection

B.   Texture uploading

C.   File compression

D.   Network priority queue

49:

What is multitexturing?

A.   A process to apply different textures alternately to the same surface

B.   An algorithm to apply many different textures to the same surface at the same time

C.   Neither of the above.

50:

What is a resource manager?

A.   A system to free objects in a game

B.   A system to add objects to a game

C.   A system to load and free resources in a game

D.   A system to simplify access to various resources in a game

E.   A system to increase the loading speed