โ† All 2D Game Development Flashcard Decks

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
  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.