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