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