Quiz
Game dev track quiz: 10 questions on loops, physics, math, performance.
Game dev — track quiz
EXAMPLE
# 10 questions. Pass: >= 7. # ===== Q1 ===== # In a fixed-timestep game loop, physics runs: # A) Once per frame # B) At a fixed rate (e.g. 60 Hz) independent of FPS # C) Only on collision # D) On user input only # ===== Q2 ===== # What is delta time? # A) Time since game launched # B) Time elapsed since the last frame # C) Time to next frame # D) Frame number # ===== Q3 ===== # AABB collision means: # A) Axis-Aligned Bounding Box (rectangular collision check) # B) Asynchronous Binary Bit comparison # C) Always Bouncing Back # D) Animation Blend Buffer # ===== Q4 ===== # Dot product of two unit vectors gives: # A) Their cross product # B) The cosine of the angle between them # C) Always 0 # D) Their sum # ===== Q5 ===== # To smoothly rotate by 90 degrees over 1 second, you use: # A) Set rotation = 90 instantly # B) Interpolate (lerp / slerp) over the duration # C) Apply impulse force # D) Use a coroutine that sleeps # ===== Q6 ===== # A quadtree is useful for: # A) Rendering text # B) Spatial partitioning to speed up collision checks # C) AI pathfinding # D) Networking # ===== Q7 ===== # In Unity, MonoBehaviour.Update is called: # A) Once per frame # B) Once per physics tick # C) On collision only # D) At a fixed 60 Hz # ===== Q8 ===== # Object pooling helps because: # A) Reduces garbage collection by reusing objects # B) Saves disk space # C) Improves load times # D) Prevents bugs # ===== Q9 ===== # Frame-rate independent movement is: # A) speed = constant # B) speed * deltaTime per frame # C) speed / framerate # D) Position += 1 per frame # ===== Q10 ===== # Game state machine is good for: # A) AI behaviour (idle -> chase -> attack -> retreat) # B) Saving graphics # C) Networking only # D) UI animation only # ===== Answers ===== # 1. B — fixed-step physics decoupled from FPS # 2. B — time since last frame # 3. A — axis-aligned bounding box # 4. B — cosine of angle (for unit vectors) # 5. B — interpolation over time # 6. B — spatial partition # 7. A — Update once per frame # 8. A — reduce GC by reusing objects # 9. B — velocity * deltaTime # 10. A — FSM for AI / enemy behaviour # ===== Patterns to internalise ===== # - Fixed timestep + interpolated render # - Vector math: dot/cross, normalisation, lerp # - Spatial partitioning (quadtree / grid) for big worlds # - Object pooling for spawned entities (bullets, particles) # - FSM for AI; behaviour trees for richer logic
Why it matters
Quiz takeaway: fixed timestep + delta time + AABB + dot/cross + lerp + quadtree + pooling + FSM are the daily reflexes. The same patterns work across Unity / Godot / Phaser / Bevy — only the surface syntax changes.
Tip: Tweak the snippet with Try it Yourself », then sit the quiz at the bottom of the page.
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