Question 1
Which of the following best explains why transforming a character sprite often differs fundamentally between 2D and 3D game development?
- A. In 2D, sprites lack a depth axis and rely on bitmap manipulation, while in 3D, models must be rotated and translated along the X, Y, and Z axes.
- B. In both 2D and 3D, objects are only manipulated in the X and Y axes due to hardware limitations.
- C. 2D characters require vertex shading, while 3D characters do not support any shading.
- D. Only 2D games use polygons for character representation, leading to simpler transformations.
- E. Transformations are identical except for differences in game engine command syntax.
Question 2
In the context of collision detection, how does the approach differ fundamentally between 2D and 3D game development environments?
- A. 2D games usually use bounding boxes or circles on two axes, whereas 3D games require volumes such as bounding spheres or boxes across three axes.
- B. 2D games do not support collision detection logic at all due to visual constraints.
- C. 3D collision detection always ignores the Z-axis for performance reasons.
- D. In 2D, collisions are calculated with quaternions, which are not supported in 3D.
- E. 2D and 3D games exclusively use pixel-perfect tests that do not scale with dimensions.
Question 3
When designing an animated background for a platformer, which difference in asset pipeline is most critical between 2D and 3D game development?
- A. 2D games employ hand-drawn or rasterized layers, while 3D games require modeling, texturing, and possibly rigging for environment pieces.
- B. 3D backgrounds are imported as GIF files, while 2D backgrounds use only vector shapes.
- C. 2D pipelines extensively use polygonal meshes for scene composition.
- D. In 3D, each object must have a separate color palette, unlike in 2D.
- E. 2D backgrounds are always procedurally generated, whereas 3D backgrounds cannot be generated algorithmically.
Question 4
From a performance optimization perspective, what is a unique challenge commonly faced in 3D game development compared to 2D?
- A. 3D scenes often require real-time calculation of lighting, shadows, and occlusion, which are frequently absent or simplified in 2D games.
- B. 2D games require hardware tessellation support for all sprites.
- C. 3D games never use texture atlases, making asset streaming much slower.
- D. 2D games always have higher polygon counts than 3D games.
- E. 3D games optimize rendering by using only untextured sprites for every scene.
Question 5
In terms of user interface integration, which aspect typically distinguishes 2D game development from 3D game development?
- A. In 2D games, the UI elements usually exist in the same plane as the game world, while in 3D games, UI often needs to be rendered in a separate overlay or canvas for clarity.
- B. 3D game UIs are physically modeled in the game world space and manipulated as actual objects.
- C. 2D game UIs require complex depth buffers to avoid overlapping with gameplay elements.
- D. 3D game UIs can only be operated with keyboard input, unlike in 2D.
- E. UI elements in 3D games are always represented as 3D models, while 2D has no UI requirements.