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