examPaper-GEng-2015-16 Sit Answers
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Dec 6, 2023
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Answer Key
Game Engineering
Level H
Sit
2015-2016
Creative Technology Framework
Unit Leader: Dr. Feng Tian
Instructions
1.
This paper contains 3 questions.
2.
Each question carries equal marks (50 marks).
3.
Answer any 2 of the questions (total exam marks 100).
4.
Mathematical calculator is allowed.
5.
If extra space is needed for your answer, then make a short note and
continue to write on the back of the page.
Student Name _______________________________________
Student identification number: ____________________________
Student Signature _____________________________________
Answer Key
Question One (50 Marks)
1. Unity. Critically elaborate the differences between the three update methods -
Update( )
,
FixedUpdate( ),
and
LateUpdate( )
by answering the following. (12 marks)
Update()
(4 marks)
a)
What is the purpose of the method (i.e., what does it do?).
b)
When is the call used? Circle the best answer.
i)
Once per frame.
ii)
Multiple times per frame.
iii)
Once per object per frame.
iv)
None of the above.
c)
What is a typical use of the call? Circle the best answer.
i)
Non-physics transformations (e.g., object moving).
ii)
Physics transformations (e.g., forces on a rigid body).
iii)
Following a 3
rd
person camera.
iv)
None of the above.
FixedUpdate()
(4 marks)
a)
What is the purpose of the method (i.e., what does it do?).
b)
When is the call used? Circle the best answer.
i)
Once per frame.
ii)
Multiple times per frame.
iii)
Once per object per frame.
iv)
None of the above.
c)
What is a typical use of the call? Circle the best answer.
i)
Non-physics transformations (e.g., simple timer).
ii)
Physics transformations (e.g., forces on a rigid body).
iii)
Following a 3
rd
person camera.
iv)
None of the above.
LateUpdate()
4
marks
a)
What is the purpose of the method (i.e., what does it do?).
b)
When is the call used? Circle the best answer.
i)
Once per frame.
ii)
Multiple times per frame.
iii)
Once per object per frame.
iv)
None of the above.
c)
What is a typical use of the call? Circle the best answer.
i)
Non-physics transformations (e.g., rotation).
ii)
Physics transformations (e.g., forces on a rigid body).
iii)
Following a 3
rd
person camera.
iv)
None of the above.
Answer Key
Answer:
Update() is the most commonly used and called every frame. It deals with regular updates such
as transforming non-physics objects (moving, rotation, etc.), simple timers, detecting and
reacting inputs, etc.
FixedUpdate() is used for physics calculations such as applying forces to a rigidbody. It is often
called more frequently than Update(), such as multiple times per frame when the frame rate is
low.
LateUpdate()
is called once per frame, after Update() has finished. A common use for
LateUpdate
would be a following third-person camera. If you make your character move and
turn inside Update, you can perform all camera movement and rotation calculations in
LateUpdate
. This will ensure that the character has moved completely before the camera tracks
its position.
2. Given a Unity C# script below:
using UnityEngine;
…}
Critically elaborate the ‘deltaTime’ method by answering the following (8 marks).
a)
What is the purpose of the method (i.e., what does it do?).
(4 marks)
b)
What are the consequences of not using the method? Consider the impact of different frame rates,
hardware, and so on. (4 marks)
Answer:
Time.deltaTime is the time passed since last frame. If you want to move something at a constant
velocity
speed
, for instance, multiply
speed
(here ‘10’ as in the script) by Time.deltaTime and
you will get exactly the distance moved by the object since last Update.
If Time.deltaTime is not used, the movement (or ‘translation’) of the game object may not be
smooth, because by default the call Update() is frame based and you may have 30 frames a
second or 60 frames a second or any variance based on the actual game setting and hardware
such as graphics card.
3. Mechanics Dynamics Aesthetics Framework (12 marks)
a)
According to Hunicke, LeBlanc, and Zubek in their paper
MDA: A Formal Approach to Game Design and
Game Research
, “each component of the MDA framework can be thought of as a .lens. or a view of the
game separate, but causally linked. From the designer’s perspective, the mechanics give rise to dynamic
system behavior, which in turn leads to particular aesthetic experiences. From the player’s perspective,
aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”
Describe the purpose of the
dynamics
category in the framework in your own words.
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Answer Key
List three examples to help explain. (9 marks)
b)
Circle the best answer. (3 marks)
i)
The mechanics, dynamics, aesthetics framework is the only framework available for game
developers.
ii)
The mechanics, dynamics, aesthetics framework is only useful for game researchers involved in
the response time performance analysis of distributed games.
iii)
The mechanics, dynamics, aesthetics framework is a rigorous approach to help research and
developers address the complexity of game design.
iv)
None of the above.
Answer:
Possible answers include
systems for purchasing, building or earning game items, for designing,
constructing and changing levels or worlds, and for creating personalized, unique characters.
Many answers are possible.
m/c: answer iii is correct.
4.
Game Design Patterns (12 marks)
a)
List one game design pattern that is closely related to the
dynamics
category in the mechanics, dynamics,
aesthetics framework. Provide details of the pattern as follows (6 marks).
b)
Briefly justify why the pattern is closely related to the dynamics category.(3 marks)
c)
Which of the following are game design patterns? Circle all that are true. (3 marks)
i)
Grinding
ii)
Playing by Appointment
iii)
Pay to Skip
iv)
None of the above.
Answer:
There are many possible answers including example patterns from the stealth game patterns,
mobile game patterns, dark patterns.
Many answers are possible.
m/c: answers i, ii, and iii are all correct.
5.
Game V&V (10 marks)
a)
Given the figure below, from the article written by Johan Hoberg,
Differences between Software Testing
and Game Testing
, list two types of testing that are common to both General Software Testing and Game
Testing. (4 marks)
b)
Prototypes. Circle the best answer.(2 marks)
i)
Code prototypes typically take less time to create than paper prototypes and are a more rigorous
validation and verification technique.
ii)
Paper prototypes typically take less time to create than code prototypes and are a more rigorous
validation and verification technique.
Answer Key
iii)
Paper prototypes typically take more time to create than code prototypes and are a less rigorous
validation and verification technique.
iv)
Code prototypes typically take more time to create than paper prototypes and are a more rigorous
validation and verification technique.
c)
Given the following collection of Stealth Games discussed in class:
Combat
Metal gear solid
…
Choose one game. Provide one testing technique you believe is
low priority
for the
chosen game;
briefly justify your answer. (4 marks)
Answer:
There are many possible answers including functional testing, whitebox, blackbox, alpha, beta,
gamma
.
m/c: answer iv is correct.
Question Two (50 MARKS)
1.
Unity. Critically elaborate the differences between the two function calls in Unity – Start( )
and Awake ( ) by answering the following (6 marks)
Start()
(3 marks)
c)
What is the purpose of the method (i.e., what does it do?).
d)
When is the call used? Circle the best answer.
i)
On an enabled script, before an Update() method is called.
ii)
On a script (enabled or not enabled), before an Update() method is called.
iii)
One or more times per script.
iii)
On an enabled script, after at least one Update() method is called.
iv)
None of the above.
Awake()
(3
marks)
a)
What is the purpose of the method (i.e., what does it do?).
b)
Discuss how the method is different from Start().
Answer:
Start() is called on the frame when a script is enabled just before any of the Update methods is
called the first time.
Awake() is called when a scene starts, once for each object in the scene, regardless of whether or
not the script is enabled. So, some initializations can be done in Awake() before Start(), as the
Awake() is called on all objects in the scene before any object's Start() function is called.
Answer Key
2.
Given the skeleton of a Unity C# script below:
using UnityEngine;
…
}
Complete the script so that it gets the camera to follow a target game object smoothly, for example, a player. Use the
space below for your answer. (8 marks).
You need to define a few attributes (within the class ‘CameraFollow’), and complete the methods Start() and
Update().
Using the pseudo-code is allowed, but you must demonstrate clearly the type of your attributes, the parameters of a
function call (if any) and comment each line of your code.
Answer:
using
UnityEngine
;
using
System
.
Collections
;
public
class
CameraFollow
:
MonoBehaviour
{
public
Transform
target
;
// The position that that camera will be following.
public
float
smoothing
= 5f;
// The speed with which the camera will be following.
Vector3
offset
;
// The initial offset from the target.
void
Start
()
{
// Calculate the initial offset.
offset
=
transform
.
position
-
target
.
position
;
}
void
Update
()
{
// Create a postion the camera is aiming for based on the offset from the target.
Vector3
targetCamPos
=
target
.
position
+
offset
;
// Smoothly interpolate between the camera's current position and it's target position.
transform
.
position
=
Vector3
.
Lerp
(
transform
.
position
,
targetCamPos
,
smoothing
*
Time
.
deltaTime
);
}
}
3. Mechanics Dynamics Aesthetics Framework (12 marks)
a)
According to Hunicke, LeBlanc, and Zubek in their paper
MDA: A Formal Approach to Game Design and
Game Research
, “each component of the MDA framework can be thought of as a lens, or a view of the
game separate, but causally linked. From the designer’s perspective, the mechanics give rise to dynamic
system behavior, which in turn leads to particular aesthetic experiences. From the player’s perspective,
aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”
Describe the purpose of the
mechanics
category in the framework in your own words.
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Answer Key
Provide three examples to help explain. (9 marks)
b)
Circle the best answer. (3 marks)
i)
The mechanics, dynamics, aesthetics framework is only useful for game researchers involved in
the creative, game modelling activities.
ii)
The mechanics, dynamics, aesthetics framework is only useful for game developers involved in
developing game engines.
iii)
The mechanics, dynamics, aesthetics framework is only useful for game researchers involved in
developing game engines.
iv)
None of the above.
Answer:
Possible answers include for card games
shuffling, trick-taking and betting The mechanics of shooters
include weapons, ammunition and spawn points.
The mechanics of golf include balls, clubs, sand traps and water
hazards
. Many answers are possible.
m/c: answer iv is correct.
4.
Game Design Patterns (12 marks)
a)
List one game design pattern that is closely related to the
mechanics
category in the mechanics, dynamics,
aesthetics framework.
Provide details of the pattern as follows. (6 marks)
b)
Briefly justify why the pattern is closely related to the mechanics category. (3 marks)
c)
Which of the following are game design patterns? Circle all that are true. (3 marks)
i)
Power-Ups
ii)
Person Views
iii) Aim & Shoot
iv) None of the above
Answer:
There are many possible answers including example patterns from the stealth game patterns,
mobile game patterns, dark patterns.
Many answers are possible.
m/c: answers i, ii, and iii are all correct.
5.
Game V&V (12 marks)
a)
Testing. Given the figure below, from the on-line article written by Johan Hoberg,
Differences between
Software Testing and Game Testing
, list
two
types of testing that are used in Game Testing, but not in
General Software Testing. (4 marks)
b)
Given the following collection of Stealth Games discussed in class:
Combat
Metal gear solid
…
Choose one game. Provide two testing techniques you believe are
high priority
for the
chosen game;
briefly justify your answer. (6 marks)
Answer Key
Answer:
There are many possible answers including fun testing, play testing, level testing, realism testing.
There are many possible answers depending on the characteristics of the game chosen.
Question Three (50 MARKS)
1.
With the Unity engine, the mipmap may be applied for texture mapping. With the mipmap,
the trilinear interpolation can be set. Critically elaborate the mipmap and trilinear by
answering the following questions. (8 marks)
a)
Give the definition of mipmap. What are the mipmaps which are normally defined, given a 512 x 512
texture? (3 marks)
b)
What are two advantages to using the mipmap? (2 marks)
c)
What is the trilinear interpolation? How many texels are sampled per pixel for interpolation? (2 marks)
d)
Give an advantage of using the trilinear interpolation. (1 marks)
Answer:
The mipmap means ‘many things in a small place’, a technique that takes an original, high-
resolution texture image and scales it into multiple smaller-resolution texture maps within the
same texture file.
For example, given a 512x512 texture, we may store up to 8 mipmaps from
256x256, 128x128, 64x64, …, 1x1. I
f the image to be rendered is big or close to the camera, the
renderer uses a bigger texture map, while if it is smaller or farther away, then smaller textures are
used. Using the mipmap filtering may handle the potential texture flickering problem, and reduce
the process load.
The trilinear interpolation is to perform a blend between the 2 nearest mipmaps (instead of just
picking the 1 nearest), which requires 8 texels to be sampled per pixel. Using the trilinear
interpolation will make the transition between
between mipmap levels smoother.
2.
Critically elaborate the Unity prefabs by answering the following questions.
(6 marks)
a)
What are prefabs? Give one of advantages of using the prefabs for Unity game development. (3 marks)
b)
Give two differences between the prefabs and ‘normal’ Unity game objects. (3 marks)
Answer:
Answer Key
The prefabs in Unity are like a template from which you can create new object instances in the
scene, especially where they don't exist in the scene to start with. They are pretty useful to
creation of multiple objects like bricks, bullets, etc. One of advantages is that making changes to
a prefab also changes any instances of the prefab that exist, unless you override properties on the
instance.
Two differences between the prefabs and ‘normal’ game objects are (1) a
game object
is a bag of
components, and lives in the scene - it shows up in the Hierarchy, while a
prefab
is a copy of a
game object converted into a reusable asset - it shows up in the Project folder; (2) a
game object
is serialized into Unity's custom database format in the Library, while a
prefab
is serialized as a
file on disk.
3. Mechanics Dynamics Aesthetics Framework (12 marks)
a)
According to Hunicke, LeBlanc, and Zubek in their paper
MDA: A Formal Approach to Game Design and
Game Research
, “each component of the MDA framework can be thought of as a lens. or a view of the
game separate, but causally linked. From the designer’s perspective, the mechanics give rise to dynamic
system behavior, which in turn leads to particular aesthetic experiences. From the player’s perspective,
aesthetics set the tone, which is born out in observable dynamics and eventually, operable mechanics.”
Describe the purpose of the
aesthetics
category in the framework in your own words.
Provide
three examples to help explain. (9 marks)
Circle the best answer. (3 marks)
i)
The mechanics, dynamics, aesthetics framework is the only framework available for game
developers.
ii)
The mechanics, dynamics, aesthetics framework is only useful for game developers involved in
the GPU utilization analysis for 3D games.
iii)
The mechanics, dynamics, aesthetics framework
formalizes a player’s consumption of games by
breaking them into their distinct components (Rules, Systems, Fun) and establishing their design
counterparts (Mechanics, Dynamics, Aesthetics)
.
iv)
None of the above.
Answer:
Possible answers include competitive, collaborative, co-operative emotional reactions to the
gameplay.
m/c: answer iii is correct.
4.
Game Design Patterns (12 marks)
a)
List one game design pattern that is closely related to the
aesthetics
category in the mechanics, dynamics,
aesthetics framework. Provide details of the pattern as follows.(6 marks)
b)
Briefly justify why the pattern is closely related to the aesthetics category.(3 marks)
d)
Which of the following are game design patterns? Circle all that are true. (3 marks)
i)
Cut Scenes
ii)
Parallel Lives
iii)
High Score Lists
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Answer Key
iv) None of the above
Answer:
There are many possible answers including example patterns from the stealth game patterns,
mobile game patterns, dark patterns.
m/c: answers i, ii, and iii are all correct.
5. Game V&V (12 marks)
a)
Testing. Given the figure below, from the article written by Johan Hoberg,
Differences between Software
Testing and Game Testing
,
identify where the following kinds of testing belong by filling in the table: (7 marks)
…
b)
Playtesting. Circle the best answer.(2 marks)
i)
All playtesting techniques can only be applied on paper prototypes.
ii)
Some playtesting techniques can be applied on prototypes (code or paper).
iii)
Playtesting techniques cannot be applied on any kind of prototype.
v)
None of the above.
c)
Given the following collection of Stealth Games discussed in class:
Combat
Metal gear solid
…
Choose one game. Provide one Playtesting technique you believe is
high priority
for the chosen game;
briefly justify your answer. (3 marks)
Answer:
Kind of Testing
Game Testing?
Yes/No
General Software Testing?
Yes/No
Alpha
Yes
Yes
Beta
Yes
Yes
Blackbox
Yes
Yes
Fun factor
No
Yes
Gamma
Yes
Yes
Usability
Yes
Yes
Whitebox
Yes
Yes
mc answer ii is correct.
There are many possible answers depending on the characteristics of the game chosen.
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Author:Russell C. Hibbeler
Publisher:PEARSON

Thermodynamics: An Engineering Approach
Mechanical Engineering
ISBN:9781259822674
Author:Yunus A. Cengel Dr., Michael A. Boles
Publisher:McGraw-Hill Education

Control Systems Engineering
Mechanical Engineering
ISBN:9781118170519
Author:Norman S. Nise
Publisher:WILEY

Mechanics of Materials (MindTap Course List)
Mechanical Engineering
ISBN:9781337093347
Author:Barry J. Goodno, James M. Gere
Publisher:Cengage Learning

Engineering Mechanics: Statics
Mechanical Engineering
ISBN:9781118807330
Author:James L. Meriam, L. G. Kraige, J. N. Bolton
Publisher:WILEY