Efficient Game Object and Scene Updates Quiz Quiz

  1. Pooling Basics

    Which technique best avoids the performance cost of frequent object creation and destruction during runtime in a game scene?

    1. Object pooling
    2. Garbage collection
    3. Infinite loops
    4. Object cloning
    5. Object fooling
  2. Update Loop Optimization

    What is a recommended approach to optimize the update logic for a large number of game objects?

    1. Process only active or visible objects
    2. Update all objects every frame regardless of state
    3. Use random delays in update calls
    4. Remove the update method entirely
    5. Update objects based on the camera's z-index
  3. Scene Graphs

    In a scene graph, how is parent-child transformation typically handled?

    1. Children inherit transformations from their parents
    2. Parents inherit transformations from their children
    3. Only root nodes are transformed
    4. Transformations are ignored in graphs
    5. Parent and child transformations cancel each other out
  4. Disabling Components

    In many game engines, what is an efficient way to temporarily stop a GameObject from being updated and rendered?

    1. Disable its component or setActive(false)
    2. Rename the GameObject
    3. Reduce its opacity to zero
    4. Remove the object and recreate it later
    5. Set positionX to NaN
  5. Spatial Partitioning

    Which data structure is commonly used to partition a 2D scene to accelerate collision detection?

    1. QuadTree
    2. HeapSort
    3. StringArray
    4. StackTrace
    5. CircleGrid
  6. Timer Usage

    In game loops, what is the advantage of using deltaTime (time since last frame) to update object movement?

    1. Ensures frame-rate independent movement
    2. Increases frame rate by skipping rendering
    3. Disables motion blur automatically
    4. Enables instant respawn mechanics
    5. Multiplies memory usage by deltaTime
  7. Reference Removal

    What happens if references to unused game objects are not cleared in your scene, especially in languages with garbage collection?

    1. Memory leaks may occur
    2. Frame rate instantly doubles
    3. Objects become automatically optimized
    4. The scene rendering turns grayscale
    5. Sound effects are disabled
  8. Code Snippet: Optimized Loop

    Given the code snippet, which loop is more efficient for iterating over a large list of static game objects in update():nA) for (let obj of gameObjects) { /* do nothing */ }nB) for (let i = 0; i u003C gameObjects.length; ++i) { /* do nothing */ }nC) gameObjects.forEach(function(obj){ /* do nothing */ });nD) while(true) { /* do nothing */ }nE) forEachObject(gameObjects, obj =u003E { /* do nothing */ });nWhich is the most efficient?

    1. B) for (let i = 0; i u003C gameObjects.length; ++i) { /* do nothing */ }
    2. C) gameObjects.forEach(function(obj){ /* do nothing */ });
    3. A) for (let obj of gameObjects) { /* do nothing */ }
    4. D) while(true) { /* do nothing */ }
    5. E) forEachObject(gameObjects, obj =u003E { /* do nothing */ });
  9. Scene Loading

    What is an efficient practice when transitioning between large scenes in a game?

    1. Unload unused assets and preload required ones for the next scene
    2. Keep all assets from all scenes loaded
    3. Use a recursive loading approach
    4. Bake all scenes into a single texture
    5. Resize all assets on-the-fly during transition
  10. Fixed vs Variable Timestep

    Why is a fixed timestep commonly used for physics updates instead of a variable timestep?

    1. It makes physics simulations deterministic and stable
    2. It brakes the physics engine
    3. It decreases update frequency to once per second
    4. It disables deltaTime usage
    5. It saves GPU memory