Welcome to the Karma Play Academy

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Karmaplay Aptitude Test

Welcome to the Karma Play Academy Aptitude Test for aspiring game programmers. Please note the following: 

  • This test is not a traditional Pass/Fail test. It is designed to test your basic maths, physics and game engine knowledge so that our tutors can help you during the course 
  • The Final Game Project during the last six months of the Diploma in Game Programming requires you to work as part of a team of three to four other students. This Aptitude Test will help our tutors identify other suitable team members 

So, take a deep breath, chill out and get started!  

 

1 / 30

Z-buffer is used for:

2 / 30

Which is the correct formula to calculate Vector Length?

Vector{x, y,z};

3 / 30

How do you derminate if a point lies in the plane?

Point (xp, yp, zp); Plane (a, b, c, d)

4 / 30

Select the INCORRECT statement regarding anti-aliasing.

5 / 30

What geometric figure is the crossing of 2 planes?

6 / 30

What do we mean by multi-texturing?

7 / 30

Which is the formula for a Plane?

8 / 30

Select the correct answer about Euler angles and Quaternions.

9 / 30

What is the function that defines a point into a BoundBox?

10 / 30

. How do you scale a vector?

Vec(x, y, z); fScale – Scale Factor

ScaledVector(xs, ys, zs)

11 / 30

What figure is the crossing of a line and a plane?

12 / 30

How do you find the normal to a plane?

13 / 30

If 2 vectors are opposite, what is required to define it?

14 / 30

Which is the correct formula for a Cross Product?

Vector1 = {x1, y1, z1};

Vector2 = {x2, y2, z2};

Result – Result vector{x, y, z}.

15 / 30

How do you determine the square between 2 vectors?

16 / 30

What does 'back-face culling' mean?

17 / 30

What is the minimum required to define a plane?

18 / 30

Z fighting is…

19 / 30

Which is the function that defines a BoundBox into a BoundBox:

20 / 30

Which is the correct formula for a Dot Product?

Vector1 = {x1, y1, z1};

Vector2 = {x2, y2, z2};

21 / 30

Select the answer which describes the proper characteristics of mip-mapping?

22 / 30

How do you determine the angle between vectors?

23 / 30

How do you normalize a vector??

Vector1{x, y, z} Normalised{xn, yn, zn}

24 / 30

Which is the fastest way to check if a point (P) is inside a Sphere?

25 / 30

How do you translate the matrix?

26 / 30

How do you determine if a point is in the triangle?

27 / 30

Which abbreviation doesn’t describe color spaces?

28 / 30

How do you find the orthogonal vector for 2 vectors?

29 / 30

Which statement is INCORRECT for portal-based rendering?

30 / 30

Identify the Matrix

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