โ† All 2D Game Development Flashcard Decks

2D Physics and Collision Detection Flashcards

6 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 6 2D Physics and Collision Detection flashcards as text
  1. What is the difference between dynamic and static rigidbodies in 2D physics?

    Answer: Dynamic bodies move and respond to forces; static bodies do not move

    Dynamic rigidbodies are affected by forces and gravity, while static rigidbodies remain fixed and serve as immovable terrain.

  2. What does 'friction' in a 2D physics engine control?

    Answer: How quickly an object stops when sliding

    Friction is the resistance force applied to an object sliding along a surface, determining how quickly it decelerates.

  3. What is a 'kinematic' rigidbody in 2D game engines?

    Answer: A body moved by code without being affected by physics forces

    Kinematic rigidbodies are moved directly via code (e.g., velocity or position) and are not affected by gravity or external forces.

  4. What is the Separating Axis Theorem (SAT) used for in 2D games?

    Answer: Detecting collisions between convex shapes

    SAT determines if two convex shapes are overlapping by checking if a separating axis exists between them.

  5. What is impulse resolution in 2D physics?

    Answer: Applying an instant velocity change to resolve a collision

    Impulse resolution applies an instantaneous change in velocity to both colliding objects to separate them and simulate realistic bouncing.

  6. What is the purpose of a 'Layer Collision Matrix' in 2D physics?

    Answer: Control which physics layers can collide with each other

    A Layer Collision Matrix defines which pairs of physics layers can interact, allowing you to prevent unnecessary collision checks.