Test your understanding of Big-O notation applied to game-loop hot paths, collision detection, data structure choices, and strategies for minimizing memory allocations while optimizing per-frame performance. This quiz helps reinforce best practices for reducing unnecessary work and finding the right balance between time and space complexity in real-time game development.
When checking every pair of enemy objects for collisions in a single loop pass, what is the typical Big-O time complexity?
If you frequently check whether an object is present in a collection within the update loop, which data structure generally provides the fastest membership test?
Using a spatial partitioning technique like grid bucketing in per-frame collision checks usually aims to reduce which aspect of performance cost?
When updating every game entity each frame in a fixed order, which data structure is most space-efficient while providing fast iteration?
To minimize performance drops due to memory usage in per-frame updates, which practice should you generally avoid inside hot loops?
What is the worst-case time complexity for inserting a new object into a dynamically resizing array when the storage is full?
Constantly allocating and discarding objects every frame can lead to which common runtime issue?
What is the Big-O time complexity of processing every item in an array with a single for-loop, as seen in typical game-loop updates?
Using a data structure that consumes more memory to store spatial information (like a grid or tree) for collision checks is an example of which optimization strategy?
In a game update loop, when does a hash set generally outperform an array for searching for specific entities?