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