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Engine Flashcards

7 cards from real 2D Game Development practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 7 Engine flashcards as text
  1. Which broad-phase technique helps a 2D engine avoid checking every object pair for collisions?

    Answer: Spatial partitioning (e.g., grid or quadtree)

    Spatial partitioning narrows collision checks to nearby objects, avoiding O(n²) comparisons.

  2. What is AABB collision detection?

    Answer: Axis-aligned bounding box overlap testing

    AABB checks whether two axis-aligned rectangles overlap, a fast common 2D collision test.

  3. In a 2D physics engine, what does 'restitution' control?

    Answer: The bounciness of a collision

    Restitution determines how much energy is preserved in a bounce after a collision.

  4. What is the difference between a kinematic body and a dynamic body in a 2D physics engine?

    Answer: Kinematic is moved by code and ignores forces; dynamic responds to forces

    Kinematic bodies are script-controlled and unaffected by physics forces, unlike dynamic bodies.

  5. What is a 'sensor' or 'trigger' collider used for?

    Answer: Detecting overlap without producing a physical collision response

    Trigger colliders report overlaps for events without applying physical collision response.

  6. Why might continuous collision detection (CCD) be needed in a 2D engine?

    Answer: To stop fast objects from tunneling through thin colliders

    CCD prevents fast-moving objects from passing through thin colliders between frames.

  7. What does the 'mass' property of a 2D rigid body primarily affect?

    Answer: How much it accelerates under a given force

    Mass determines a body's resistance to acceleration when forces are applied.