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