CMPT 306 Final Flashcards

1
Q

What is an abstraction in game development?

A

A simplified representation of a system that hides complexity, making it easier to use and manage.

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2
Q

Q: What is a leaky abstraction?

A

A: When details of the underlying complexity “leak” through an abstraction, causing unexpected problems.

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3
Q

Q: What are common features of a game engine?

A

A: Rendering, physics, audio, resource management, editor, UI tools, networking, and animation systems.

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4
Q

Q: What is the purpose of a rendering engine?

A

A: To provide an abstraction over hardware-level APIs like Vulkan, DirectX, or Metal for rendering graphics.

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5
Q

Q: What is the role of a physics engine?

A

A: To simulate real-world dynamics using systems like Havok, Bullet, or Box2D.

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6
Q

Q: What is an Entity-Component-System (ECS)?

A

A: A data-driven design model where entities contain data, and systems handle logic for performance optimization.

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7
Q

Q: What is the game loop?

A

A: A continuous cycle managing input, game logic, physics updates, and rendering to synchronize gameplay.

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8
Q

Q: What is _process() in a game loop?

A

A: A function for general updates, such as user input and non-physics-related logic.

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9
Q

Q: What is _physics_process() in a game loop?

A

A: A function dedicated to handling physics updates at a consistent rate, independent of rendering.

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10
Q

Q: What are the advantages of using a game engine?

A

A: Faster development, cross-platform deployment, and reusability of code and assets.

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11
Q

Q: What are the disadvantages of using a game engine?

A

A: Dependency on the engine, potential bloat, steep learning curve, and limited flexibility.

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12
Q

Q: What is procedural content generation (PCG)?

A

A: The algorithmic creation of game content with limited or indirect user input, like generating levels or items.

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13
Q

Q: What is a vector in game development?

A

A: A mathematical object with direction and magnitude, used for movement, positions, and forces.

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14
Q

Q: What is the dot product of two vectors used for?

A

A: To calculate the magnitude of a vector or find the angle between two vectors.

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15
Q

Q: What is the cross product of two vectors?

A

A: A calculation that produces a vector perpendicular to the plane of the two input vectors.

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16
Q

Q: What are the three main game engine models?

A

A: Object-Oriented (e.g., Godot), Entity-Component (e.g., Unity), and Entity-Component-System (e.g., Bevy).

17
Q

Q: What is a scene in a game engine?

A

A: A group of nodes, objects, or entities that represent a level, UI, or section of the game.

18
Q

Q: What is delta time in a game loop?

A

A: The time elapsed between the current and previous frame, used to ensure smooth animations and physics.