โ† All 2D Game Development Flashcard Decks

Engine 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 Engine flashcards as text
  1. In a 2D game engine, what does the 'game loop' primarily coordinate each frame?

    Answer: Updating game state and rendering output

    The game loop repeatedly processes input, updates game state, and renders each frame.

  2. What is the main advantage of a fixed timestep over a variable timestep for physics updates?

    Answer: Deterministic, stable simulation

    A fixed timestep keeps physics deterministic and stable regardless of frame rate fluctuations.

  3. Which engine subsystem is responsible for drawing sprites to the screen?

    Answer: The renderer

    The renderer handles converting sprite and scene data into pixels on screen.

  4. What does 'delta time' represent in a game engine?

    Answer: Time elapsed since the last frame

    Delta time is the elapsed time between frames, used to make movement frame-rate independent.

  5. In an entity-component system (ECS), what holds the actual data for behavior like position?

    Answer: Components

    Components store data such as position, while systems operate on that data.

  6. Why do many 2D engines use a scene graph or layered structure?

    Answer: To organize draw order and transforms hierarchically

    A scene graph organizes objects hierarchically, controlling draw order and inherited transforms.

  7. What is the purpose of double buffering in a 2D engine's renderer?

    Answer: Prevent visible tearing and flicker

    Double buffering draws to an off-screen buffer then swaps it, avoiding flicker and tearing.