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