2D Game Design and Development Flashcards
7 cards from real 2D Game Development practice questions. Tap to flip, then mark Knew It or Still Learning โ missed cards come back until you master them.
Read the first 7 2D Game Design and Development flashcards as text
What is 'collision detection' in a 2D game?
Answer: Determining when two game objects overlap or touch
Collision detection checks whether objects intersect so the game can respond.
An 'AABB' collision check refers to colliding what kind of shapes?
Answer: Axis-aligned bounding boxes
AABB stands for axis-aligned bounding box, a fast rectangle-overlap test.
Why is 'delta time' used in game update loops?
Answer: To make movement frame-rate independent
Multiplying movement by delta time keeps motion consistent regardless of frame rate.
In 2D physics, what does 'velocity' represent?
Answer: The rate of change of position over time
Velocity is how fast and in what direction an object's position changes.
What is a common technique to handle a character jumping in a 2D platformer?
Answer: Apply an upward velocity then a constant downward gravity each frame
Jumping sets an initial upward velocity that gravity gradually reduces and reverses.
What does 'pixel-perfect' collision detection mean?
Answer: Collisions based on overlapping non-transparent pixels
Pixel-perfect collision tests the actual opaque pixels rather than bounding shapes.
Which is an advantage of bounding-box collision over pixel-perfect collision?
Answer: It is much faster to compute
Bounding-box checks are simple comparisons, making them far cheaper than pixel tests.