โ† All 2D Game Development Flashcard Decks

2D Rendering and Graphics 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 Rendering and Graphics flashcards as text
  1. What is a 'camera viewport' in 2D game rendering?

    Answer: The rectangular region of the world that the camera displays on screen

    The camera viewport defines which area of the game world (in world units) is captured and mapped onto the screen rectangle for display.

  2. What is 'pixel-perfect rendering' in 2D games?

    Answer: Ensuring sprites are rendered at 1:1 pixel correspondence to avoid blurring

    Pixel-perfect rendering aligns sprites to whole pixel boundaries so art is not blurred by sub-pixel positioning, essential for preserving pixel art aesthetics.

  3. What is a 'render texture' used for in 2D games?

    Answer: Rendering a scene to an off-screen texture for use as a game object or post-processing input

    A render texture captures scene output to a texture in GPU memory, enabling effects like mini-maps, portals, security camera feeds, and full-screen post-processing.

  4. What is 'alpha blending' in 2D sprite rendering?

    Answer: Compositing a semi-transparent sprite over the background using its alpha channel

    Alpha blending uses the sprite's alpha (transparency) channel to composite it onto the scene, supporting full transparency, partial transparency, and shadows.

  5. What is a 'normal map' used for in 2D games?

    Answer: Encoding surface orientation per-pixel to simulate 3D lighting on flat sprites

    A normal map encodes fake surface normals that allow a 2D sprite to be lit with directional lights, creating the illusion of depth and surface detail.

  6. What is a 'color palette swap' shader technique in 2D games?

    Answer: Replacing specific colors in a sprite's palette at runtime to recolor characters without extra art

    Palette swapping maps a sprite's original colors to a replacement set via a lookup texture, allowing one character sprite to render in multiple color variations cheaply.