โ† All 2D Game Development Flashcard Decks

2D Rendering and Graphics Flashcards

6 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 6 2D Rendering and Graphics flashcards as text
  1. What is 'post-processing' in 2D game rendering?

    Answer: Applying full-screen visual effects (bloom, vignette, color grading) to the rendered image before display

    Post-processing applies screen-space visual effects to the completed render target, adding cinematic quality through bloom, chromatic aberration, and color grading.

  2. What is 'texture compression' used for in 2D games?

    Answer: Reducing GPU memory usage by storing textures in compressed formats like DXT or ETC

    GPU-side texture compression reduces the VRAM footprint of textures, allowing more assets to fit in GPU memory without requiring decompression to PNG on the CPU.

  3. What is a 'particle system' in 2D game rendering?

    Answer: A system that emits, simulates, and renders many small sprites to create effects like fire, sparks, or snow

    A particle system spawns many small quads with velocity, gravity, and lifespan properties, rendered efficiently to create visual effects like explosions, rain, and magic.

  4. What is 'screen space' versus 'world space' in 2D rendering?

    Answer: World space uses game-world coordinates; screen space uses pixel coordinates relative to the display

    World space coordinates are in the game's unit system relative to the world origin, while screen space coordinates are in pixels mapped to the display after the camera projection.

  5. What is 'sprite masking' (stencil or clip mask) in 2D rendering?

    Answer: Using one shape to reveal or hide parts of another sprite

    Sprite masking uses a mask shape to clip or reveal the content of another sprite, enabling effects like keyholes, flashlight cones, and circular health bars.

  6. What is 'frustum culling' equivalent in 2D rendering?

    Answer: Skipping rendering of objects outside the camera's viewport to save GPU draw calls

    Camera-viewport culling skips submitting sprites outside the visible screen bounds to the GPU, reducing unnecessary draw calls for large levels.