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Test answers for Game Programming Concepts Test 2016

(23 / 53, CL) Last updated: February 27
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23 Answered Test Questions:

1. What is true regarding DirectX and OpenGL?

Answers:

• DirectX is a collection of API for games programming.

• DirectX is much faster than OpenGL.

• DirectX is more frequently used in professional graphics.

• OpenGL is an open standard.

• OpenGL is multi-platform.

2. Shadow volumes use per-pixel lighting.

Answers:

• True

• False

3. What does dereferencing mean in C?

Answers:

• Accessing a pointer's value

• Accessing the value pointed by a pointer

• Adding a second reference to a pointer

• None of the above

4. What is the Gilbert-Johnson-Keerthi algorithm used for?

Answers:

• Collision detection

• Texture uploading

• File compression

• Network priority queue

5. What is a data structure?

Answers:

• A list of values with names associated to them

• An object array

• An event list

• None of the above

6. What are the differences between anisotropic filtering and trilinear filtering?

Answers:

• Anisotropic filtering gives a better quality than trilinear filtering

• Trilinear gives a better quality than Antisotropic filtering

• Anisotropic filtering performs a linear interpolation

• Trilinear filtering doesn't take the angle of vision into account

• Trilinear filtering needs more bandwidth than anisotropic filtering

7. What is the result of a dot product?

Answers:

• A vector

• A scalar

• A matrix

• None of the above

8. A UDP client sends a packet to a server on port 80. The server responds using port 50'234 as source port. What will the result be?

Answers:

• It will always work.

• The response packet might be blocked by state-full firewalls.

• The server will crash when trying to use a different port.

• None of the above

9. In a networked game, the client can be coded in C while the server is coded in Ruby.

Answers:

• True

• False

10. How many 3 dimension vectors are needed to position and orient an object in space?

Answers:

• 1

• 2

• 3

• 4

• 5

11. What is 3D audio?

Answers:

• 3D audio is a technique used to add sound to a 3D environment.

• 3D audio is a sound effect that creates the illusion of multiple sound sources placed anywhere in the 3D space.

• 3D audio is a special effect that makes sound like in a specific place.

• None of the above.

12. How much memory will an 8 bit per channel RGBA texture of 256x256 pixels take?

Answers:

• 2Mbytes

• 2Mbit

• 2Moctet

• 2Kbytes

13. What is a cross product?

Answers:

• The product of two floats

• The product of two vectors

• The product of two matrices

• The product of two ints

• None of the above

14. A texture is composed of fragments.

Answers:

• True

• False

15. What is a bones system?

Answers:

• A technique in modeling to animate a 3D model

• A skeleton used for the animation of a 3D model

• A skeletal animation

• A technique to create a 3D model

16. What does bump mapping do?

Answers:

• It flattens a texture

• It adds a relief effect to a texture

• It adds minor displacements to a surface

• None of the above.

17. What does the following statement describe?

It renders the scene from the light point of view, in a depth texture; then it renders the scene again from the camera point of view using the depth texture to determine if a pixel is in shadow or not.

Answers:

• Collision detection

• Depth mapping

• Shadow mapping

• Texture mapping

• None of the above

18. What are shadow volumes?

Answers:

• Shadow volumes are a technique used in 3D computer graphics to add shadows to a rendered scene.

• Shadow volumes are a fast way to add shadows to a 3D scene.

• Shadow volumes are a very slow way to add shadows to a 3D scene.

• None of the above.

19. What are pbuffers?

Answers:

• Point buffer objects

• Pixel buffer objects

• Particle buffer objects

• None of the above

20. The UDP is an acknowledged protocol.

Answers:

• True

• False

21. How many layers are there in the OSI model?

Answers:

• 1

• 3

• 5

• 7

• 9

22. The fundamental idea behind particles is that they are immune to physics laws (collisions, ...).

Answers:

• True

• False

23. A particle engine can be done using either vertices or fragments.

Answers:

• True

• False


53 NOT Answered Yet Test Questions:

(hold on, will be updated soon)
24. What is a physics engine?

Answers:

• A piece of code regulating 3D models

• A simulation using Newtonian physics models

• A visual effect

• None of the above

25. What is network endianess?

Answers:

• big endian

• little endian

• vax endian

• None of the above

26. What primitive is used to draw particles?

Answers:

• points

• lines

• quads

• triangles

• Any primitive may be used depending on the situation

27. While using RGBA, what is the color of #ff00ff80?

Answers:

• Semi-transparent red

• Semi-transparent magenta

• Semi-transparent blue

• Semi-transparent yellow

• Semi-transparent orange

28. What is an event queue?

Answers:

• A synchronous communication protocol

• A mail system

• A message queue used for inter-process or inter-thread communication

• None of the above

29. What is rasterization?

Answers:

• Collision detection

• Texture mapping

• The task of taking an image described in a vector graphics format and converting it into pixels

• None of the above

30. What is UV Mapping?

Answers:

• A mathematical model of a surface

• The process of painting vertices

• A 3D modeling process to make a 2D image represent a 3D model

• None of the above

31. What is a graphical projection?

Answers:

• A protocol by which an image of a 3D object is projected onto a planar surface

• A technique to display a surface in a 3D scene

• A protocol by which an image of a 2D object is projected onto a 3D scene

• None of the above.

32. Which of the following are multivariate interpolations?

Answers:

• Nearest neighbor

• Bicubic

• Bilinear

• Inverse distance weighting

• Kriging

• All of the above

33. What is the following 4x4 matrix called?
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1

Answers:

• Unary matrix

• Normalized matrix

• Identity matrix

• Reverse matrix

• None of the above

34. Which one of the following languages can easily be embedded into a game engine?

Answers:

• C

• Perl

• lua

• Java

• Objective-C

35. What is a particle emitter?

Answers:

• The destination of the particles

• The origin of the particles

• The orbits of the particles

• None of the above

36. What is a garbage collector?

Answers:

• A visual effect

• A form of automatic memory management

• A form of manual memory management

• A reference count based memory management

• None of the above

37. What is a sprite?

Answers:

• A fairy

• An image or animation that is integrated into a larger scene

• A 3d model

• None of the above

38. What is a shader?

Answers:

• A way of uploading vertices to the GPU

• A memory effect

• A list of renderer instructions to produce certain visual effects

• A smooth visual effect

• None of the above

39. Which one in the following list is the usual correct game design for sound?

Answers:

• Music is played on the left speaker while sound effects are on the right one.

• Music is played on the right speaker while sound effects are on the left one.

• Music is played in stereo and sound effects are mixed above it.

• None of the above

40. What is a singleton?

Answers:

• A design pattern that uses only static object methods

• A design pattern that uses only non-static object methods

• A design pattern that is used to restrict the instantiation of a class to one object

• None of the above

41. What is the base component of a 3D model?

Answers:

• Lines

• Vertices

• Surfaces

• Cubes

• Spheres

42. What is VRAM?

Answers:

• Video memory

• A dual-ported variant of DRAM

• A special memory once used to store the frame buffer

• None of the above

43. What is the utility of z-buffering?

Answers:

• Z-buffering is used to solve the problem of deciding which elements of a rendered scene are visible and which are hidden

• Z-buffering is used to render a texture

• Z-buffering is used to render distant objects

• None of the above

44. What is texture mapping?

Answers:

• A technique to place a texture at a certain position

• A method to create textures

• A method to apply textures to a 3D model

• A technique to adjust the perspective of textures

45. Which of the following are antialiasing techniques?

Answers:

• Supersampling

• Adaptivesampling

• Multisampling

• Fastsampling

• Cubicsampling

46. What is portal rendering?

Answers:

• A visibility determination algorithm

• A shadowing technique

• A collision detection algorithm

• None of the above

47. Which ones in the following file format list are lossless file formats?

Answers:

• FLAC

• mp3

• aac

• aiff

• ogg

48. What is true regarding lossy compression?

Answers:

• It has lower compression ratio than lossless compression

• Compressing data and then decompressing it retrieves the same data

• Compressing data and then decompressing it retrieves data that may well be different from the original

• It removes most of the inaudible sounds to provide better compression

49. What is double buffering?

Answers:

• A technique to minimize flickering

• A technique to make rendering faster

• An image loading technique

• None of the above

50. What is a vector?

Answers:

• A complex number

• A couple of 2 numbers

• A geometric object with a weight and a length

• A geometric object which has both a magnitude and a direction

51. What is a lightmap?

Answers:

• A texture describing the displacement of a surface

• A texture describing the brightness of a surface

• A texture describing the bump of a surface

• None of the above

52. What is a GPU?

Answers:

• A random number generator

• A dedicated graphic processor

• A special memory used for network buffers

• None of the above

53. Why is the TCP protocol considered a reliable protocol?

Answers:

• Because it is widely used

• Because it is acknowledged by routers

• Because it is acknowledged by both peers

• TCP is not reliable, UDP is

• None of the above

54. What is pathfinding?

Answers:

• An algorithm used to find a route between A and B

• An algorithm used to upload data rapidly

• A client to server connection

• None of the above

55. What is the usual MTU for ethernet networks?

Answers:

• 1000

• 1500

• 2030

• 9000

56. What's an asset?

Answers:

• Money needed to fund the game

• A compressed file

• Everything that is used in a game (sounds, textures, sprites...).

• None of the above

57. What's a timer?

Answers:

• An entity which represents a task to be executed at a regular interval

• A list of functions

• A rapid function

• None of the above

58. What is multitexturing?

Answers:

• A process to apply different textures alternately to the same surface

• An algorithm to apply many different textures to the same surface at the same time

• Neither of the above.

59. What is a particle system?

Answers:

• A technique consisting in using small chunks of memory

• A technique to simulate certain phenomena like fire, smoke or dust

• A rendering technique

• A technique for generating particles

60. What is a hash table?

Answers:

• A value array

• A data structure that associates keys with values

• A list of values

• A data structure that associates values with keys

• None of the above

61. What is a mesh?

Answers:

• A visual effect

• A 3D model part

• The physical representation of a 3D model

• None of the above

62. What is a quaternion?

Answers:

• A list of vectors

• A linear equation description

• An array of numbers

• Non-commutative extension of complex numbers

• None of the above

63. What is Havok Physics?

Answers:

• A physics SDK created by Havok

• A special way to handle game physics with quaternion

• A collision detection algorithm

• None of the above

64. What is a resource manager?

Answers:

• A system to free objects in a game

• A system to add objects to a game

• A system to load and free resources in a game

• A system to simplify access to various resources in a game

• A system to increase the loading speed

65. What is RAMDAC?

Answers:

• A second video ram for 3D objects

• A fast video ram

• A memory that contains the textures

• A memory storing the color pallet and a converter to generate an analog signal

66. What is mipmapping?

Answers:

• A technique to increase the quality of textures

• A technique that decreases or increases the resolution of a texture depending on the distance between the point of view and the textured object

• A technique to resize textures

• A technique to apply textures

67. What is IEC 60559

Answers:

• A file format

• A network protocol

• A floating point standard

• None of the above

68. What is HDRR?

Answers:

• The application of multiple textures

• The rendering of 3D scenes by using lighting calculations done in a larger dynamic range

• A fast path to copy vertices to the video card

• None of the above

69. What is object oriented programming?

Answers:

• An attempt to aid programmers in the separation of concerns like cross-cutting concerns

• A programming paradigm that uses "objects" and their interactions to design applications and computer programs

• A paradigm based on policies

• None of the above

70. What is a quadric?

Answers:

• A 3D object which is hard coded

• A D-dimensional hyper-surface defined as the locus of the zeros of a quadratic polynomial

• A 3D object evaluated using tesselation

• None of the above.

71. Which of the following is a good design?

Answers:

• Uploading a complete texture to the GPU for each frame

• Uploading the texture once and, if part of it changes, uploading the changed sub textures

• Uploading the texture once,and then, if it changes, uploading it again

• Not using any texture for unfiltered images but drawing directly from the CPU at each frame (e.g. glDrawPixels)

72. What is parallax mapping?

Answers:

• A vertices mapping technique

• A ray tracing technique

• An enhancement of the bump mapping technique

• A renderer

• None of the above

73. What is a MIDI file?

Answers:

• A regular audio file

• An audio file containing sound waves

• A file containing instructions for instrument synthesizers

• An image file

• None of the above

74. What is framerate?

Answers:

• The number of frames in a game

• The monitor refresh rate

• The number of times an image is rendered per second

• None of the above

75. What is scanlines rendering?

Answers:

• A fast way to access an image

• A black and white effect

• An algorithm for visible surface determination

• A technique to create a blur effect

• None of the above

76. What is back buffer?

Answers:

• It is a rendering mode for full screen interface

• It is a graphic abstraction layer for rendering

• It is a 3D display technology

• It is the drawing target buffer in a double buffering system

• None of the above