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