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FLOCKING

Guilty Stars

1. FLOCKING IS...
a) Making units react to each other's

movements b) Making pathfinding as optimal as possible c) Moving units with an irregular movement speed to make it more real d) Making units able to block other units' path

1. FLOCKING IS...
a) Making units react to each other's

movements b) Making pathfinding as optimal as possible c) Moving units with an irregular movement speed to make it more real d) Making units able to block other units' path

2. FLOCKING IS A...
a) Technique to improve users'

experience b) Artificial intelligence tool c) Rendering algorithm d) Difficulty balancing technique

2. FLOCKING IS A...
a) Technique to improve users'

experience b) Artificial intelligence tool c) Rendering algorithm d) Difficulty balancing technique

3. IN NATURE, FLOCKING CAN BE SEEN IN...

a) An ant queue

b) Birds synchronized flying


c) Cheetah hunting formations

d) Elephants' movement pattern

3. IN NATURE, FLOCKING CAN BE SEEN IN...

a) An ant queue

b) Birds synchronized flying


c) Cheetah hunting formations

d) Elephants' movement pattern

4. AN EXAMPLE OF FLOCKING WOULD BE


a) World of warcraft

b) Counter-strike
c) Age of empires

d) Call of duty

4. AN EXAMPLE OF FLOCKING WOULD BE


a) World of warcraft

b) Counter-strike
c) Age of empires

d) Call of duty

5. ABOUT FLOCKING...
a) Every unit has to go in the exact same direction

to add realism b) Every unit must have slightly different directions to add realism c) Units go in different directions but following a stable pattern d) Units follow a random path to give a sense of realism

5. ABOUT FLOCKING...
a) Every unit has to go in the exact same direction

to add realism b) Every unit must have slightly different directions to add realism c) Units go in different directions but following a stable pattern d) Units follow a random path to give a sense of realism

6. THE METHOD THAT SEARCH THE SHORTEST ROUTE BETWEEN TWO POINT IT'S CALLED
a) Path tracing b) Path finding c) Navmesh d) Waypointing

6. THE METHOD THAT SEARCH THE SHORTEST ROUTE BETWEEN TWO POINT IT'S CALLED
a) Path tracing b) Path finding c) Navmesh d) Waypointing

7. WHEN CODING A FLOCKING ALGORITHM...


a) units must be as close as possible, so they look

like a herd b) units must be far from each other, so they don't look crammed c) the distance between units is irrelevant d) we want units to be close enough to give a sense of cohesion but still keeping distance from each other

7. WHEN CODING A FLOCKING ALGORITHM...


a) units must be as close as possible, so they look

like a herd b) units must be far from each other, so they don't look crammed c) the distance between units is irrelevant d) we want units to be close enough to give a sense of cohesion but still keeping distance from each other

8. ABOUT FLOCKING AND PATHFINDING...


a) Flocking and pathfinding are

independent b) Pathfinding is an improved version of flocking c) Only one can be implemented at the same time d) They depend on each other

8. ABOUT FLOCKING AND PATHFINDING...


a) Flocking and pathfinding are

independent b) Pathfinding is an improved version of flocking c) Only one can be implemented at the same time d) They depend on each other

9. ABOUT NAVMESH
a) Is a simplified representation of

world geometry b) It's never used in pathfinding c) It's an efficient reward system d) Define non walkable areas

9. ABOUT NAVMESH
a) Is a simplified representation of

world geometry b) It's never used in pathfinding c) It's an efficient reward system d) Define non walkable areas

10. USING FLOCKING IN A VIDEOGAME HELPS IMPROVE...


a) Texture anti-aliasing
b) Frame rate

c) Improves shadow quality


d) Artificial intelligence depth

10. USING FLOCKING IN A VIDEOGAME HELPS IMPROVE...


a) Texture anti-aliasing
b) Frame rate

c) Improves shadow quality


d) Artificial intelligence depth

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