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1 Game Programming Provmoment: Ladokkod: Tentamen ges för: Tentamen NGP012 Systemarkitektprogrammet 7,5 högskolepoäng Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: Tid: Hjälpmedel: Inga hjälpmedel Totalt antal poäng på tentamen: För att få respektive betyg krävs: G=12 VG=18 24 poäng Allmänna anvisningar: Skriv dina svar på svarsblanketten Rättningstiden är som längst tre veckor Viktigt! Glöm inte att skriva namn på alla blad du lämnar in. Lycka till! Ansvarig lärare: Rikard König Telefonnummer:
2 Answers (swe. svarsblankett) Namn: (Ifylles av student) Personnummer: (Ifylles av student) Question 1: Question 2: Question 3: Question 4: Question 5: Question 6: 2
3 1. Answer with any of the given answers for the following questions. (a) Which of the following statements are true regarding the Content Pipeline (CP)? A. It support *.x files but not *.fbx B. The Content Manager is a part of CP that responsible for normalizing data C. The Processor is a part of CP that takes data from the content DOM and creates an object at runtime D. The Compiler is a part of the CP that Buils the content and saves it to disc as *.xnb (b) Which of the following statements are true regarding the AI in some of the most influential games? A. Fuzzy logic is a crucial part of Sim City B. Creatures aims to model the behavior of creatures interacting with their environment C. Black & White uses Machine Learning techniques such as decision trees and neural networks D. Halo uses advanced predictive modeling techniques to forecast the movement of the player (c) Which of the following options are parts of an emergent swarming behavior A. Separation avoid crowding neighbors B. Alignment steer towards the average heading of neighbors C. Follow move in the same direction as the alpha individual of the swarm D. Wander Move randomly to simulate free will (d) Which of the following statements are true regarding friction? A. Friction is dependent of the area for sliding hard surfaces. B. Friction is dependent of the mass of the sliding object. C. Static friction is higher than kinetic friction. D. A value of 9 is rather low coefficient of friction, like metal on ice. 2. Answer with any of the given answers for the following questions. (a) Which of the following statements are true if you consider the equation for drag below? A. 20 is a reasonable drag coefficient for a car. B. A is the air density. C. C is the temperature in degrees. D. The drag force is independent of the object mass. 3
4 (b) What is true regarding State Based AI? A. Can result in AI hysteria if not handled correctly. B. Is only used in simple games since it is computationally expensive. C. State Machines are often used to organize AI behaviors. D. State Based AI is used to separate complex behaviors from simple behaviors. (c) Why is Fuzzy logic suitable for games? A. It is less predictable than normal Logic B. It is less computational expensive than normal logic C. It is closer to natural language which make creating and maintaining a rule base easier D. It is more precise than normal logic (d) Which crisp value would defuzzyficating Z and P2 using the centroid method yeild? A. 1 B. 4 C. 6 D
5 3. Answer with any of the given answers for the following questions. (a) The maximum allowed latency for commercial Xbox games is? A. 50 ms. B. 500 ms. C. 10 ms. D. 100 µs. (b) Testing of an application in order to see if it applies within the allowed limits for network latency and fault tolerance, is meant to be done by? A. Establishing a test environment by physically arranging the network and/or attaching special hardware equipment. B. Uploading the application to Microsoft before deployment. C. Enabling simulation within the XNA framework. D. Using a special profiling tool in software available from Microsoft. (c) Data packets to send within the network component of the XNA framework, can be sent using the options? A. None, UDP, InOrder, TCP. B. None, InOrder, Reliable, ReliableInOrder. C. UnReliable, OutOfOrder, Reliable, InOrder. D. None, Chat, InOrder, Reliable, ReliableInOrder. (d) A network session with the XNA framework can be initiated with any of the options? A. Local, SystemLink, PlayerMatch, Ranked. B. LocalNetwork, WirelessNetwork, LIVE. C. LocalNetwork, SystemLink, DeathMatch, Ranked. D. Local, Network, SilverLIVE, GoldLIVE. (4p) 5
6 4. Answer with any of the given answers for the following questions. (a) The number of SMT (Simultaneous Multi-Threading)-enabled execution cores within the main processor of the Xbox 360 is? A. 2. B. 3. C. 4. D. 6. (b) The three multi-threaded game-architecture models that were covered in the lectures are? A. The synchronous data-parallel model, the asynchronous data-parallel model, and the function-parallel model. B. The synchronous function-parallel model, the asynchronous function-parallel model, and the data-parallel model. C. The synchronous concurrent model, the asynchronous concurrent model, and the data sequential model. D. The synchronous sequential model, the asynchronous sequential model, and the data concurrent model. (c) Synchronization between threads without explicit system-provided locks can be especially tricky on the Xbox 360 due to that? A. The compiler can reorder instructions and the CPU can reorder both instructions and read and writes. B. The CPU can reorder instructions and the compiler can reorder both instructions and read and writes. C. The PowerPC CPU lacks support of cache-coherent memory which is needed for lockless synchronization to work correctly. D. Lock-less synchronization increases the memory latency considerable more than mutual exclusion. (d) The main difference between the Semaphore and the Mutex class is? A. The semaphore applies blocking if it is busy, whereas the mutex always applies spinning. B. The semaphore applies spinning if it is busy, whereas the mutex always applies blocking. C. The semaphore has a count of number of threads allowed to enter a critical section, whereas the mutex only allows one. D. The mutex has a count of number of threads allowed to enter a critical section, whereas the semaphore only allows one. (4p) 6
7 5. Answer with one or more of the given answers for the following questions. (a) Which of the following statements describe a billboard in 3d graphics? A. A billboard is a complex 3d object. B. A billboard is almost always a textured polygon. C. A billboard is kept aligned with respect to the viewer s position. D. A billboard is positioned in screen coordinates rather than in the 3d world. (b) Which of the following statements apply to billboards in XNA 4.0? A. One vertex per billboard is enough. B. Billboards are best implemented using point sprites. C. Many billboards can be drawn with the same draw primitive call. D. The orientation of the billboard is handled automatically by the XNA framework. (c) Particles are often animated using equations from rigid body dynamics. This type of animation is an instance of? A. Skeletal animation. B. Procedural animation. C. Key frame animation. D. Stop motion animation. (d) Which of the following statements describe a particle system where the state of the particles is updated on the GPU? A. The most suitable computational model for a particle s state for this method is one where the state at any time can be computed efficiently directly from the initial state and the elapsed time since the particle was created. B. The most suitable computational model for a particle s state for this method is one where the state is updated time step by time step. C. The vertex buffer content for each particle can be kept constant during the lifetime of the particle. D. The approach is suitable for particles that interact with each other. (4p) 7
8 6. Answer with one or more of the given answers for the following questions. (a) Which of the following statements apply to handling of bounding volumes in XNA? A. XNA automatically compute a tight fitting enclosing bounding volume for each MeshPart. B. Testing if two bounding volumes intersect is fast. C. Bounding volumes must be transformed to a shared frame of reference before intersection testing. D. Testing if an object intersects a bounding volume is fast. (b) Which of the following statements describe software view frustum culling? A. Completely occluded (hidden) meshes are not sent to the rendering hardware. B. The vertex shader removes hidden vertices from further processing. C. Meshes are associated with an enclosing bounding volume. D. Only meshes whose bounding volume are enclosed by or intersect the camera view frustum are sent to the rendering hardware. (c) Collision detection between complex objects is a difficult and resource heavy task. Which approach(es) will make the task easier to solve? A. Splitting the objects into hierarchies of parts. B. Test for collisions only between the bounding volumes of the objects. C. Create a bounding volume for each primitive of the objects and test them before testing the primitives themselves. D. Storing the objects in a spatial data structure. (d) Which of the following statements are true for a physics simulation that runs with a fixed virtual time step length? A. The result of the physics simulation is unaffected by variations in frame rate. B. The result of the physics simulation is affected by variations in frame rate. C. The frame rate has to be fixed too. D. When the frame rate is low the physics simulation uses less CPU time. 8
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Game Programming Provmoment: Ladokkod: Tentamen ges för: Tentamen NGP012 Systemarkitektprogrammet 7,5 högskolepoäng Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: 2013-03-27
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