Unit 2: Player Controls and Positioning - Subjective Questions

CSE434 — Game Development In 3D • Practice Questions with Detailed Answers

20 questions

1

Define a Game Manager in a 3D game and explain its major responsibilities.

2

Explain how a Game Manager can control and coordinate physics-based gameplay in a 3D game.

3

Derive the equations used to update the position and velocity of a physics-based player under a constant force.

4

Distinguish between Transform-based movement, Rigidbody-based movement, and Character Controller movement.

5

Describe the major gameplay components required to create a controllable 3D player character.

6

Explain how colliders, triggers, Rigidbody components, and physics materials work together in 3D gameplay.

7

Describe the purpose and use of common interactive objects available in a 3D Game Kit.

8

Explain how a moving platform should be implemented so that it transports the player smoothly.

9

What is an Advanced Input System? Explain its principal concepts and advantages.

10

Compare polling-based input with event-driven input in a 3D game.

11

Explain how input actions, action maps, control schemes, interactions, and processors can be configured for a third-person character.

12

Describe how camera-relative movement is calculated for a 3D player.

13

Define event handling in game development and explain the roles of event publishers, subscribers, and listeners.

14

Distinguish between collision events and trigger events, giving suitable gameplay examples.

15

Design an event-driven sequence in which a pressure pad opens a door, activates a light, and plays a sound.

16

What is animation rigging, and why is it useful for controlling a 3D game character?

17

Compare Forward Kinematics and Inverse Kinematics in character animation.

18

Explain the working of a two-bone inverse-kinematics constraint for positioning a character's hand or foot.

19

Describe how animation rigging can be used to implement foot placement on uneven terrain.

20

Develop a complete control flow for a third-person player that combines advanced input, physics, event handling, and animation rigging.