A) 9.81ft/s² B) 3.22m/s² C) 32.2m/s² D) none of these E) 9.805fts/s²
A) Sync B) At End C) Immediate D) At Begin E) none of these
A) AnimationBlendTree B) AnimationNodeStateMachine C) AnimationNodeAnimation D) AnimationNodeBlendSpace2D E) AnimationNodeBlendSpace1D
A) Auto Advance B) Advance Condition C) none of these D) Xfade Time E) Switch Mode
A) C# B) none of these C) Pascal D) C++ E) Python
A) body_shape_entered B) area_shape_entered C) none of these D) body_entered E) area_entered
A) Normalization B) none of these C) unit vector D) Dot product E) Reflection
A) TimeScale B) Seek C) Transition D) none of these E) BlendSpace2D
A) TimeScale B) Transition C) Seek D) none of this E) BlendSpace2D
A) InputEvent B) Actions C) InputEventAction D) InputEventKey E) none of these
A) none of these B) momentum C) friction D) acceleration E) deceleration
A) none of these B) Font C) StyleBox D) Color E) Texture
A) STL is easy to use B) STL is old C) STL is easy to use D) STL templates create very large symbols E) STL is more suited for 3D modeling
A) none of these B) Transition C) BlendSpace1D D) BlendSpace2D E) StateMachine
A) Probably B) none of these C) No D) Maybe E) Yes
A) StyleBox B) Texture C) Font D) none of these E) Control
A) none of these B) Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. C) Choose a single base resolution for your game D) For user interfaces, use the anchoring to determine where controls should stay and move. If UIs or more complex , consider learning about Containers. E) Use the stretch options in Godot
A) none of these B) animation_finished C) animation_changed D) catches_cleared E) animation_started
A) AnimationNodeAnimation B) AnimationBlendSpace1D C) AnimationNodeStateMachine D) AnimationNodeBlendTree E) AnimationNodeBlendSpace2D
A) Stretch Aspect = Keep Height B) none of these C) Stretch Aspect = Expand D) Stretch Aspect = Keep Width E) Stretch Aspect = keep
A) Ignored B) Viewport C) Disabled D) 2D E) none of these
A) Transition B) BlendSpace2D C) StateMachine D) none of these E) BlendSpace1D
A) StyleBox B) Color C) Font D) Texture E) none of these
A) none of these B) area_shape_entered C) body_shape_entered D) body_entered E) area_entered
A) AnimationNodeBlendTree B) AnimationNodeStateMachine C) AnimationNodeAnimation D) AnimationNodeBlendSpace1D E) AnimationNodeBlendSpace2D
A) Font B) Texture C) Color D) StyleBox E) none of these
A) gravity pulls it down B) none of these C) gravity pulls it down and still move along by how much it roll D) momentum is conserve E) gravity pulls it down and bounces
A) Disabled B) Ignore C) Viewport D) none of these E) 2D
A) deceleration B) momentum C) acceleration D) friction E) none of these
A) iOS B) Android C) none of these D) Alienware E) Windows
A) Combine-Replace B) Combine C) Replace D) Replace-Combine E) none of these
A) Ignore B) 2D C) Disabled D) none of these E) Viewport
A) lift B) air force C) gravity D) none of these E) downforce
A) none of these B) friction C) acceleration D) deceleration E) momentum
A) C# B) Basic C) GDScript D) none of these E) C++
A) Normalization B) Dot product C) none of these D) unit vector E) Reflection
A) unit vector B) Dot product C) Normalization D) none of these E) Reflection
A) Xfade Time B) Priority C) Switch Mode D) none of these E) Disabled
A) none of these B) Replace C) Replace-Combine D) Combine-Replace E) Combine
A) Disabled B) Viewport C) 2D D) none of these E) Ignore
A) none of these B) area_entered C) body_entered D) body_shape_entered E) area_shape_entered
A) gravity pulls it down and bounces B) none of these C) momentum is conserve D) gravity pulls it down and still stops immediately E) gravity pulls it down
A) none of these B) unit vector C) Reflection D) Dot product E) Normalization
A) none of these B) InputEventKey 4/4 C) Actions D) InputEventAction E) InputEvent
A) Normalization B) Dot product C) none of these D) unit vector E) Reflection
A) animation_changed B) none of these C) animation_finished D) animation_started E) caches_cleared
A) Auto Advance B) Xfade Time C) none of this D) Switch Mode E) Advance Condition
A) Stretch Aspect Keep Width B) Stretch Aspect = Keep Height C) none of these D) Stretch Aspect = Expand E) Stretch Aspect = Keep |