2D Game Design and Development Flashcards
7 cards from real 2D Game Development practice questions. Tap to flip, then mark Knew It or Still Learning โ missed cards come back until you master them.
Read the first 7 2D Game Design and Development flashcards as text
What is the 'game loop' responsible for?
Answer: Repeatedly processing input, updating state, and rendering
The game loop continuously handles input, updates logic, and draws each frame.
What is a 'state machine' often used for in 2D games?
Answer: Managing distinct behaviors like idle, walk, jump, and attack
A finite state machine cleanly switches a character between defined behavior states.
What does 'culling' (e.g., frustum or viewport culling) improve?
Answer: Performance by skipping rendering of off-screen objects
Culling avoids drawing objects outside the visible area, saving rendering work.
In an entity-component system (ECS), what is a 'component'?
Answer: A piece of data describing one aspect of an entity
In ECS, components hold data while systems operate on entities that have them.
What is 'object pooling' used to optimize?
Answer: Reusing objects to avoid frequent allocation and garbage collection
Object pooling recycles inactive objects instead of constantly creating and destroying them.
Why might a 2D game use a 'fixed timestep' for physics updates?
Answer: To keep physics simulation deterministic and stable
A fixed timestep ensures consistent, repeatable physics independent of rendering speed.
What is the role of a 'camera' object in a 2D game?
Answer: To define which part of the world is shown on screen
The camera determines the viewport, controlling what region of the world is visible.