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