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