A) Labas na ako jan B) OO, dahil nag pa exam sya C) OO D) Hindi
A) Linux B) macOS C) Windows D) Alienware
A) GDScript B) Basic C) C# D) Python
A) Java B) JavaScript C) C++ D) Python
A) Momentum B) Acceleration C) Force D) Velocity
A) Dot product B) Vector subtraction C) Cross product D) Vector addition
A) Normal vector B) Direction vector C) Unit vector D) Tangent vector
A) Lift B) Weight C) Thrust D) Drag
A) 10.0 B) 9.81 C) 9.80594613 D) 9.8
A) Velocity B) Momentum C) Acceleration D) Friction
A) Friction B) Acceleration C) Momentum D) Drag
A) Engine B) Momentum C) Friction D) Acceleration
A) Too slow B) Too complex C) STL templates create very large symbols D) Not compatible
A) Only with plugins B) Yes C) Only in 3D mode D) No
A) Performance improves B) Resolution changes C) One unit in scene corresponds to one pixel on screen D) Image gets distorted
A) Maintains aspect ratio B) Adds black bars C) Crops the image D) Stretches original resolution to exactly fill screen
A) collision_detected B) body_entered C) area_entered D) body_exited
A) StateMachine B) AnimationPlayer C) AnimationTree D) AnimationNodeStateMachine
A) AnimationSpeed B) TimeScale C) PlaybackSpeed D) TimeMultiplier
A) Seek B) Fast Forward C) Skip D) Jump
A) Optimization B) Calibration C) Normalization D) Standardization
A) Viewport B) Screen C) Resolution D) Display
A) animation_complete B) playback_ended C) animation_done D) animation_finished
A) BlendSpace1D B) AnimationNodeBlendTree C) SimpleBlend D) BlendSpace2D
A) Stretch Aspect Expand B) Scale Factor C) Stretch Mode D) Zoom Level
A) Bridges B) Transitions C) Paths D) Links
A) Spacing value B) Layout parameter C) Alignment factor D) Numerical constant
A) collision_start B) area_detected C) area_entered D) overlap_begin
A) MixNode B) AnimationNodeBlendTree C) BlendSpace D) CompositeNode
A) Shader B) Color C) Texture D) Material
A) Distance calculation B) Dot product C) Direction vector D) Angle measurement
A) ButtonEvent B) ControllerInput C) InputEventJoypadButton D) JoypadInput
A) Gravity pulls it down B) It accelerates upward C) It stops mid-air D) It moves upward
A) It bounces back up B) It stops immediately C) Gravity pulls it down and it still moves along by how much it rolled D) It moves sideways only
A) Switch Mode B) Advance Condition C) Xfade Time D) Auto Advance
A) Viewport B) Disabled C) Ignore D) 2D
A) InputEventAction B) InputEventKey C) Actions D) InputEvent
A) InputEventKey B) InputEvent C) Actions D) InputEventAction
A) At End B) At Begin C) Sync D) Immediate
A) Ignore B) Disabled C) 2D D) Viewport
A) Direction vector B) Tangent vector C) Normal vector D) Unit vector
A) StateMachine B) BlendSpace2D C) BlendSpace1D D) Transition
A) Downforce B) Lift C) Gravity D) Acceleration
A) Xfade Time B) Auto Advance C) Advance Condition D) Switch Mode
A) Auto Advance B) Switch Mode C) Xfade Time D) Advance Condition
A) Priority B) Xfade Time C) Switch Mode D) Disabled
A) AnimationNodeBlendSpace1D B) AnimationNodeAnimation C) AnimationNodeStateMachine D) AnimationNodeBlendSpace2D
A) Stretch Aspect Keep Height B) Stretch Aspect Keep Width C) Stretch Aspect Keep D) Stretch Aspect Expand
A) Actions B) InputEventKey C) InputEvent D) InputEventAction
A) body_entered B) area_shape_entered C) area_entered D) body_shape_entered
A) Color B) Texture C) Font D) StyleBox
A) Momentum B) Deceleration C) Acceleration D) Friction
A) Replace-Combine B) Combine C) Replace D) Combine-Replace
A) Hydraulic B) Friction C) Mechanic D) Pneumatic
A) Use the stretch options in Godot B) Determine a minimum resolution first C) Use anchoring for UI controls D) Choose a single base resolution for your game
A) Combine B) Replace-Combine C) Replace D) Combine-Replace |