CS 426 Spring 2010 Final Review
Last updated: April 19, 2010
- Interface Design
- WiiMote
- Explain some of the game-play advantages and disadvantages of
using WiiMote in your game (this has nothing to do with "how hard
it is to implement".. more about how it changes the user's
experience in the game)
- Explain the difference between replacing the Bluetooth stack
(BlueSoleil) versus interacting with the Bluetooth stack
(WiiYourself)
- User Interaction
- How does the concept of immersion in games lead to fully
destructible?
- What are context sensitive controls? How do they make games
better?
- Give examples of how different input controllers/mechanisms can
lead to more immersive games (XBox360, Wii, Nintendo DS, Project
Natal)
- Interface design on multiple platforms
- What makes a user interface good? Alternatively what makes it
bad?
- How are interfaces different in FPS versus Action versus
RPGs/MMOs. Why?
- Music and Sound
- What is real-time music generation. How does it differ from
streaming?
- What are the pros/cons of real-time music versus streaming
- Are the number of sound channels important for streaming? Why or why
not?
- Game Coding
- Physics
- Why do some people call physics engines "integration
engines"?
- In 2D linear kinematics: How do you go from Acceleration ->
Velocity -> Position
- Intuitively: What is torque? What is moment of inertia? (no
formulas needed)
- When bodies collide we used an impulse force instead of
integrating forces over time. Why? What is the direction of the
force? Is the force equal on both bodies?
- AI
- What are behavioral trees? Difference between
priority/sequential/stochastic?
- What are FSM? What are advantages/disadvantages of using them as
AI for NPCs
- What are HSSM? What are advantages/disadvantages of using them as
AI for NPCs
- Path Planning
- Explain the concept behind Dijkstra's algorithm, Greedy search
and A*. You don't need to know how to code each, but understand the
fundamental differences between them.
- Networking Challenges in MMOs
- What are the different types of network server architectures used
in MMOs?
- Explain each and compare/contrast it with the others.
- Why do we need to use dead reckoning? What does it do? What are
negative artifacts it causes for users?
- Design Patterns
- Explain how the command pattern could be used in a game. Why is
this good?
- What is the Singleton pattern? What game objects would be
singletons?
- Developing your own games using Game Engines
- What are some things a game engine provides?
- What does a game engine provide that a graphics engine would not?
- What are some pros/cons of using game engines?
- Why should you develop a game by yourself?
- What is the difference between a game and a book?
- In a game what are some ways the story background is taught to the
user?
- What is the difference between a linear and semi-linear game?
- Why have multiple endings in a game?
- Graphics
- Blender
- What is the point of using pre-rendered graphics in your
game?
- What is skeletal animation? Why use it?
- Given skeletal animation, what is a IPO curve?
- Pixel Shaders
- What is the difference between vertex and pixel shaders?
- Explain how 1D textures are used with height maps to texture
environment scenes
- Why are there different types of 2D textures applied to a single
model?
- Why use parallax/relief mapping? (What is the advantage?)