Unit 3: 3D concepts for game play - Subjective Questions

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

20 questions

1

Define a 3D game controller and explain its main responsibilities in a gameplay system.

2

Explain how raw player input is converted into movement in a camera-relative third-person controller.

3

Distinguish between a kinematic character controller and a rigid-body controller.

4

Describe how jumping, gravity, and grounded detection can be implemented in a 3D character controller.

5

Explain the importance of frame-rate independence, acceleration, and damping in a responsive 3D controller.

6

Describe how a 3D controller should handle slopes, steps, and collision response.

7

Explain how controller states and animation blending work together in a 3D character system.

8

Define procedural terrain generation and state its major advantages and limitations.

9

Explain how a heightmap is converted into a 3D terrain mesh.

10

Describe the role of coherent noise in procedural terrain generation and compare it with uncorrelated random noise.

11

Derive and explain the use of fractal Brownian motion for generating detailed terrain.

12

Explain terrain chunking and how it supports large or infinite procedural worlds.

13

Discuss the use of seeds, deterministic generation, and biome maps in procedural terrain.

14

Explain how erosion and gameplay constraints improve procedurally generated terrain.

15

Define AI-driven game elements and give suitable examples from 3D gameplay.

16

Compare finite-state machines, behavior trees, and utility-based AI for controlling game agents.

17

Describe how perception systems allow an AI agent to detect a player using sight and hearing.

18

Explain navigation meshes and the use of the A* algorithm in 3D game navigation.

19

Differentiate between global pathfinding and local steering, and explain why both are needed.

20

Design an AI-driven enemy system that can patrol, investigate, chase, attack, and return to patrol.