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