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Computing Science Examination - Spring Semester 2020

EXAMPLE PAPER ONLY FOR 2020


CSCU9N6: Computer Games Development

Date: xxx (2 hours)

This paper contains THREE questions.

Attempt ALL THREE questions (Total: 36 marks).

All questions are worth different marks. The distribution of marks among the
parts of the question is indicated.


IMPORTANT NOTES

THIS IS AN OPEN-BOOK EXAM AND YOU MAY CONSULT YOUR NOTES, BUT
YOU MAY NOT CONSULT ANY ONLINE RESOURCE.

YOU MUST COMPLETE THE EXAM UNDER EXAM CONDITIONS. YOU MUST
TALK TO NO ONE AND MUST WORK ALONE.

IT IS ESSENTIAL THAT YOU PROVIDE YOUR STUDENT NUMBER AT THE TOP
OF EACH FILE IN YOUR SUBMISSION.

INCLUDE THE FOLLOWING DECLARATION AT THE END OF YOUR
SUBMISSION:

"I DECLARE THAT THIS IS MY OWN WORK"

DO NOT SIGN THIS DECLARATION.


COMPUTING SCIENCE
& MATHEMATICS
2
CSCU9N6
XX May 20xx




1. You have been tasked with developing an efficient but accurate collision
detection system for a 2D game that involves an animated character
catching a small ball (see diagram below). The player is able to control
the motion of the character, including the angle of the hand relative to
the rest of the arm. Provide the key components of a collision detection
algorithm for this scenario that would ensure it was as efficient as
possible while still being reasonably accurate.

















TOTAL MARKS FOR QUESTION 1:





















[10]







[10]

3
CSCU9N6
XX May 20xx


2. a) You are currently developing a 3D game and would like to ensure
that you provide an immersive audio experience. Part of this game
involves a player character walking down a long hallway with rugs
placed on the floor every so often. Given this scenario, describe an
effective dynamic approach that you could use to play the sounds
of the player's footsteps as they walk down the hall, ensuring that
they accurately portray the sounds that would be made if a person
were really in such a hallway.

Note that the path the player takes while walking down the hall
will not be predictable in advance and the pace at which they walk
will vary from player to player. Describe the advantages and
disadvantages of your chosen approach.

















[8]

b) Suppose another 3D game world contains many animal-like
monsters that should look very realistic in close-up. But they also
will appear in the middle distance and far away from the viewer
during the course of the game. Describe how your would construct
three different models for use when viewing such a monster at
different distances from the viewer.





[6]






TOTAL MARKS FOR QUESTION 2:







[14]

4
CSCU9N6
XX May 20xx


3. Answer the following questions about this simple 3D scene:





a) What real-world effects are being modelled here to make this
scene look realistic and in 3D?



[4]
b) What effects that you would expect to see are NOT being
modelled? Why do you think this is the case?



[4]
c) Bounding regions are important for the efficient rendering of this
scene. Explain how and why at least one bounding region will be in
use for this scene. Detail other situations in which a bounding
region is likely to be employed and why.






TOTAL MARKS FOR QUESTION 3:





[4]






[12]

END OF EXAMINATION

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