Unit 3: 3D concepts for game play - Practice Quiz

CSE434 — Game Development In 3D 60 Questions
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1 What is the main purpose of a controller in a 3D game?

Controller Easy
A. To receive player input
B. To create terrain automatically
C. To store game textures
D. To control the game camera only

2 Which device is commonly used as a game controller?

Controller Easy
A. Monitor
B. Gamepad
C. Printer
D. Projector

3 Which input is often used to move a character in a 3D game?

Controller Easy
A. Printer button
B. Screen brightness
C. Analog stick
D. Speaker volume

4 What does a button press usually produce in a game?

Controller Easy
A. A sound recording
B. A lighting shadow
C. An input event
D. A terrain texture

5 What is controller mapping?

Controller Easy
A. Saving every game object in a separate file
B. Changing the game resolution
C. Building a 3D character model
D. Assigning actions to inputs

6 Which controller input is commonly used to make a character jump?

Controller Easy
A. A terrain height map
B. A background music track
C. A texture file
D. A jump button

7 What does a controller script usually help manage?

Controller Easy
A. Game disc printing
B. Sound hardware repair
C. Player movement
D. Monitor manufacturing

8 What is procedural terrain generation?

Procedural Terrain Generation Easy
A. Painting a character's face
B. Creating terrain using rules
C. Recording terrain sounds
D. Drawing every hill by hand

9 Which feature can procedural generation create in a game world?

Procedural Terrain Generation Easy
A. Screen cables
B. Player passwords
C. Controller batteries
D. Mountains

10 What is a height map commonly used for?

Procedural Terrain Generation Easy
A. Defining terrain elevation
B. Changing controller buttons
C. Recording character voices
D. Selecting player dialogue

11 What can noise functions help create in procedural terrain?

Procedural Terrain Generation Easy
A. Natural-looking variation
B. Fixed dialogue lines
C. Character inventory labels
D. Controller vibration only

12 What is one advantage of procedural terrain generation?

Procedural Terrain Generation Easy
A. It prevents players from moving
B. It removes all game rules
C. It can create large worlds
D. It replaces every game sound

13 What does a seed commonly control in procedural generation?

Procedural Terrain Generation Easy
A. The generated result
B. The controller color
C. The speaker volume
D. The monitor size

14 Why might a game use a procedural terrain system?

Procedural Terrain Generation Easy
A. To reduce manual design work
B. To replace the need for a game camera
C. To remove all terrain from the game
D. To make every player use the same controller

15 What does AI usually control in a game?

AI-driven Game Elements Easy
A. Non-player characters
B. The computer keyboard design
C. The game installation disc
D. The player's monitor

16 What is an NPC?

AI-driven Game Elements Easy
A. A new physics controller
B. A non-player character
C. A network picture card
D. A numerical polygon count

17 What can an AI-controlled enemy do?

AI-driven Game Elements Easy
A. Increase monitor brightness
B. Replace the game controller
C. Chase the player
D. Print the game manual

18 What is pathfinding used for in a 3D game?

AI-driven Game Elements Easy
A. Measuring screen resolution
B. Creating a sound effect
C. Changing a character texture
D. Finding a route

19 What does a game AI decision system determine?

AI-driven Game Elements Easy
A. Which monitor to purchase
B. Which file format to print
C. Which cable to manufacture
D. Which action to take

20 Which behavior is an example of game AI?

AI-driven Game Elements Easy
A. A screen displaying a logo
B. A speaker playing background music
C. A texture covering a wall
D. An enemy guarding an area

21 A third-person character moves faster diagonally than along a single axis because horizontal and vertical inputs are added directly. What should the developer do before applying movement speed?

Controller Medium
A. Apply gravity to the input vector
B. Convert the input vector into screen coordinates before using it
C. Normalize the combined input vector
D. Multiply each input axis by two

22 A character should move forward relative to the camera rather than relative to the world's -axis. Which movement direction should be used?

Controller Medium
A. The world's upward vector rotated around the -axis
B. The character's global position normalized every frame
C. The camera's full forward vector including its vertical component and current field of view
D. The camera's forward vector projected onto the ground plane

23 A physics-based player controller applies movement forces in the frame update method. The player moves differently at different frame rates. What is the best correction?

Controller Medium
A. Disable interpolation on the physics body
B. Increase the player's collider dimensions
C. Recalculate the player mesh normals after each movement input
D. Apply physics forces in the fixed-timestep update

24 A jumping character can repeatedly jump while airborne. Which condition should be checked before accepting a normal jump input?

Controller Medium
A. Whether the animation controller has completed every currently active transition
B. Whether the camera is facing forward
C. Whether the character is grounded
D. Whether horizontal velocity is zero

25 A controller reads joystick input with magnitude , causing the character to drift even when the joystick appears centered. Which solution is most appropriate?

Controller Medium
A. Increase the character's maximum speed until the small input becomes visually insignificant
B. Round all input values to the nearest integer
C. Ignore input values inside a small dead zone
D. Reverse the horizontal and vertical input axes

26 A character moving at velocity units per second must come to rest smoothly in seconds using constant deceleration. What deceleration magnitude is required?

Controller Medium
A. units per second squared
B. units per second squared
C. units per second squared
D. units per second squared

27 A third-person character instantly rotates toward each new movement direction, making turns look unnatural. Which technique provides smoother turning?

Controller Medium
A. Rotate the world and camera together while leaving the character at a fixed orientation
B. Set the rotation directly from raw input every frame
C. Freeze all rotational axes on the character
D. Interpolate toward the target rotation over time

28 A terrain generator produces a heightmap in which neighboring vertices often have completely unrelated heights, creating harsh spikes. Which change would most directly create smoother terrain?

Procedural Terrain Generation Medium
A. Assign a new random height to every vertex
B. Use an independent cryptographic random generator for every coordinate and every frame
C. Sample coherent noise such as Perlin noise
D. Increase the terrain material's metallic value

29 Two terrain chunks use the same procedural algorithm but show a visible height discontinuity at their shared boundary. What is the most likely cause?

Procedural Terrain Generation Medium
A. The chunks have identical vertex counts, materials, collision meshes, and rendering settings
B. Each chunk samples noise using unrelated local coordinates
C. Both chunks use the same world-space noise coordinates
D. The terrain texture has insufficient color variation

30 A developer increases the frequency of a noise function while keeping its amplitude unchanged. How will the generated terrain usually change?

Procedural Terrain Generation Medium
A. Terrain polygons will automatically become fewer
B. Terrain features will become smoother because high-frequency samples remove rapid height changes
C. Terrain elevations will become uniformly higher
D. Terrain features will become more closely spaced

31 A height value is produced in the range . The terrain's maximum elevation is units. Which expression correctly converts into an elevation?

Procedural Terrain Generation Medium
A.
B.
C. , which shifts and reverses the normalized height range
D.

32 An open-world game needs distant terrain to render efficiently while preserving detailed terrain near the player. Which technique is most suitable?

Procedural Terrain Generation Medium
A. Use distance-based levels of detail
B. Use the highest-resolution mesh everywhere
C. Regenerate all terrain chunks every frame
D. Replace every distant chunk with a fully simulated rigid body containing the original collision geometry

33 A developer combines several noise layers. Low-frequency layers use large amplitudes, while high-frequency layers use small amplitudes. What result is this intended to produce?

Procedural Terrain Generation Medium
A. A terrain whose collision mesh changes independently from its visible shape at every frame
B. A perfectly flat terrain with random textures
C. Large landforms with smaller surface details
D. Only repeated geometric terraces and cliffs

34 A procedurally generated multiplayer map must be identical for every player. Which approach best supports this requirement?

Procedural Terrain Generation Medium
A. Allow every client to modify noise frequency, amplitude, and coordinate offsets independently
B. Use frame time as the random input
C. Use the same deterministic algorithm and seed
D. Generate a new seed on each player's device

35 An enemy should patrol until it sees the player, chase while the player is visible, and search briefly after losing sight. Which AI structure is well suited to these clearly defined modes?

AI-driven Game Elements Medium
A. A rendering state cache
B. A terrain heightmap
C. A procedural mesh system that rebuilds the enemy's navigation geometry for every behavioral decision
D. A finite state machine

36 An NPC must navigate around static walls to reach a target on a baked navigation mesh. Which technique should be used to compute a suitable route?

AI-driven Game Elements Medium
A. Applying only a force toward the target
B. Randomly selecting movement directions
C. Rotating directly toward the target and ignoring all navigation connectivity and obstacle information
D. Pathfinding such as the A* algorithm

37 A guard detects the player through a solid wall because detection uses only distance. Which additional test should be added?

AI-driven Game Elements Medium
A. A line-of-sight raycast
B. A random state transition
C. A check that compares the player mesh's triangle count with the guard's animation frame
D. A larger hearing radius

38 A utility-based AI assigns attack a score of , flee a score of , and heal a score of . If it always selects the highest-scoring valid action, what will it choose?

AI-driven Game Elements Medium
A. Alternate equally among attack, flee, and heal regardless of their current scores
B. Flee
C. Attack
D. Heal

39 Several enemies using steering behavior crowd into the same position while chasing the player. Which behavior should be added to reduce overlap?

AI-driven Game Elements Medium
A. A global teleport behavior that places every enemy at a fixed offset from the player each frame
B. Arrival
C. Separation
D. Alignment

40 An AI opponent reacts perfectly to the player's position even when the player is hidden, making the game feel unfair. Which design change best improves perceived fairness?

AI-driven Game Elements Medium
A. Give the AI continuous access to all world data
B. Base decisions on sensed or remembered information
C. Increase the AI's movement speed after losing sight
D. Allow the AI to read the player's position, planned inputs, inventory, and future route before choosing every action

41 A game samples input once per rendered frame but simulates character physics at a fixed timestep. During a brief frame-rate drop, a jump button press occurs entirely between two physics updates. Which controller design most reliably supports both jump buffering and coyote time?

Controller Hard
A. Repeat every input event for two rendered frames and disable jumping whenever vertical velocity is positive
B. Store the press timestamp during input sampling and consume it in physics when both timing windows are valid
C. Read the jump button only during physics updates and extend the grounded collider below the character
D. Apply the jump immediately during rendering and synchronize the transform during the next physics update

42 A character with desired horizontal velocity should move tangentially along a walkable slope with unit normal , without gaining an artificial component into the surface. Which velocity transformation is appropriate?

Controller Hard
A.
B.
C.
D.

43 In a client-predicted controller, the server sends an authoritative state for tick 120 and confirms that input sequence 87 was the last processed command. The client has already predicted sequences 88 through 96. What should reconciliation do?

Controller Hard
A. Restore the tick-120 state, discard sequence 88, and simulate only sequences 89 through 96
B. Restore the authoritative state and replay unacknowledged sequences 88 through 96 in their original order
C. Keep the predicted state unless positional error exceeds the controller's maximum movement speed
D. Blend toward the server transform while retaining the currently predicted velocity and input history

44 A third-person controller must produce stable camera-relative ground movement even when the camera can pitch almost vertically. Which mapping avoids degeneracy caused by projecting a near-vertical camera-forward vector onto the ground?

Controller Hard
A. Use the camera's forward vector for both input axes and normalize the resulting movement vector
B. Rotate the input by the camera's complete quaternion and then remove its vertical component
C. Rotate the input by the camera's yaw-only orientation around the character's world-up axis
D. Use the character's forward vector only when the camera pitch becomes exactly ninety degrees

45 A kinematic capsule can move farther than its diameter in one simulation step. Which collision strategy best prevents tunneling while preserving sliding around corners?

Controller Hard
A. Resolve overlaps at the destination and reflect the complete displacement from the deepest contact
B. Subdivide movement only when the character's current velocity exceeds its configured top speed
C. Sweep the capsule, move to the contact margin, and iteratively project the remainder onto contact planes
D. Raycast from the capsule center and stop whenever the ray intersects any collidable surface

46 An animation-driven character uses root motion, but its root delta would move it through a wall. Which integration order best preserves animation intent without bypassing collision constraints?

Controller Hard
A. Extract the root delta, sweep it through the controller, and apply only the collision-constrained displacement
B. Apply root motion to the transform, detect overlap, and teleport the character back to its previous pose
C. Apply root motion after physics so the animation transform overrides any collision response from the controller
D. Disable root translation near walls and replace it with the controller's maximum horizontal velocity

47 A character standing still on the edge of a rotating platform should remain attached without inheriting spurious velocity when the platform rotates. Which technique handles both translation and rotation correctly?

Controller Hard
A. Add the platform's linear velocity to the character and ignore angular motion at the contact point
B. Store a contact anchor in platform-local space and sweep toward its transformed world position each step
C. Copy the platform's world rotation to the character and preserve the character's previous world position
D. Parent the character permanently to the platform and disable collision checks until the character jumps

48 Two terrain chunks independently generate their shared border, but tiny cracks appear despite using the same noise parameters. Which design most directly guarantees numerically identical border heights?

Procedural Terrain Generation Hard
A. Increase the noise frequency so both chunks contain more samples close to their common boundary
B. Generate each chunk in local coordinates and average border vertices after both chunks become visible
C. Offset each chunk by half a sample and interpolate the final border from its nearest local vertices
D. Evaluate border samples from shared global integer coordinates using the same deterministic sampling function

49 A height field is sampled on a grid with spacing . It uses noise octaves with base frequency and lacunarity . Ignoring the noise kernel's residual high-frequency content, which condition keeps the highest octave below the grid's Nyquist limit?

Procedural Terrain Generation Hard
A.
B.
C.
D.

50 Chunks are generated asynchronously, so their generation order varies between runs. Which randomization method preserves the same terrain for a fixed world seed regardless of scheduling?

Procedural Terrain Generation Hard
A. Save the global generator state before each chunk and restore it after the chunk completes
B. Reseed a local generator from the world seed plus the number of chunks generated so far
C. Derive random values from a stateless hash of the world seed and global sample coordinates
D. Use one global pseudorandom generator and lock it whenever a chunk requests its random values

51 Terrain normals are computed with central differences, but lighting seams appear between chunks whose vertex heights match exactly. What is the most appropriate correction?

Procedural Terrain Generation Hard
A. Recalculate normals in the fragment shader using only the triangle currently being rasterized
B. Duplicate every border vertex and assign each duplicate the average normal of its own chunk
C. Replace central differences with forward differences only for vertices lying on chunk boundaries
D. Generate a one-sample ghost border from the global height field before calculating chunk normals

52 Adjacent voxel-terrain chunks use different mesh resolutions. Their scalar-field samples are consistent, but cracks appear where a coarse mesh meets a fine mesh. Which solution is specifically intended for this LOD transition problem?

Procedural Terrain Generation Hard
A. Apply Laplacian smoothing independently to the border vertices of both generated meshes
B. Increase the isosurface threshold near the boundary until the two meshes overlap slightly
C. Force the fine chunk to copy every normal vector produced by the neighboring coarse chunk
D. Insert transition cells that triangulate between the coarse and fine boundary configurations

53 In a closed hydraulic-erosion simulation with no material entering or leaving the domain, which update rule preserves terrain-material mass during erosion and deposition?

Procedural Terrain Generation Hard
A. Erosion subtracts material from height, while deposition adds material without changing suspended sediment
B. Erosion adds equal sediment to removed height, while deposition removes equal sediment before raising height
C. Erosion scales both height and sediment by water velocity, while deposition scales them by evaporation
D. Erosion changes only sediment capacity, while deposition directly raises height from the local water volume

54 Two neighboring biomes use different height functions and surface materials. A smooth biome mask is available, but a visible ridge and shading seam remain at their boundary. Which pipeline best addresses both discontinuities?

Procedural Terrain Generation Hard
A. Blend biome normals first, integrate them into height, and select one material after triangulation
B. Blend continuous heights and material weights in world space, then derive normals from the blended height
C. Average the biome seeds near the boundary and regenerate both biomes with identical noise octaves
D. Choose the dominant biome per vertex, then blur only the material texture across the boundary

55 An A* navigation graph uses world-space edge lengths multiplied by terrain costs, and every terrain multiplier is at least . Which heuristic is admissible and consistent?

AI-driven Game Elements Hard
A. Euclidean distance to the goal multiplied by the current node's terrain cost
B. Squared Euclidean distance to the goal divided by
C. Manhattan distance to the goal multiplied by the maximum terrain cost
D. Euclidean distance to the goal multiplied by

56 A behavior-tree agent performs a long attack sequence. An urgent dodge condition becomes true midway through the attack, but the agent does not react until the attack finishes. Which structural change provides immediate, controlled interruption?

AI-driven Game Elements Hard
A. Move the dodge condition inside the attack action and evaluate it only when the action exits
B. Place dodge after attack in a sequence and mark the attack action as always successful
C. Place dodge above attack in a reactive selector and abort lower-priority branches when it activates
D. Run dodge and attack in parallel and accept success as soon as either branch finishes

57 A utility-based agent alternates every frame between two actions whose scores differ only by sensor noise. Which modification most directly reduces this oscillation without permanently fixing action priority?

AI-driven Game Elements Hard
A. Choose the lower-scoring action whenever the difference falls below a fixed threshold
B. Normalize both action scores independently to the range during every frame
C. Evaluate one action on even frames and the other action only on odd frames
D. Add switching hysteresis or a temporary commitment bonus to the currently selected action

58 A destructible wall changes only a small region of a large tiled navigation mesh. Many agents currently hold paths, some of which cross that region. Which update strategy best balances correctness and runtime cost?

AI-driven Game Elements Hard
A. Rebuild affected tiles, version them, and invalidate paths whose traversed tiles have stale versions
B. Modify only the wall's collision layer and allow existing navigation paths to remain valid indefinitely
C. Rebuild every navigation tile and force all agents to request new paths during the same frame
D. Remove waypoints located inside the wall and retain every other segment of each existing path

59 In a networked competitive game, AI decisions use random choices and depend on authoritative world state. Which architecture most reliably prevents clients from observing divergent AI behavior?

AI-driven Game Elements Hard
A. Assign each AI agent to the nearest client and accept that client's decisions as authoritative
B. Share a random seed at match start and allow clients to resolve collisions in any local update order
C. Run AI authoritatively on the server and replicate decisions, events, or corrected states to clients
D. Let each client simulate AI independently and periodically average the resulting agent transforms

60 A pursuer at the origin can move at constant speed . A target has relative position and constant velocity . Which equation yields candidate interception times under the assumption that the pursuer travels directly to the future target position?

AI-driven Game Elements Hard
A.
B.
C.
D.