What are attractors and repulsors? How do they interact with a steering system? When are they useful, and what are their limitations? When can they be used for obstacle avoidance, and when are they insufficient?
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In Material Master, in which tab you will find the Loading Group?
What is a decision tree? When would you want to use one? What are its performance characteristics? How can you generate a decision tree automatically from a pre-existing data set? Is it feasible to do this at runtime, and has it been done in a commercial game before? When and why would you want to do this, and how would the data need to be organized to make this possible?
A train can travel 50% faster than a car. Both start from point A at the same time and reach point B 75 kms away from A at the same time. On the way, however, the train lost about 12.5 minutes while stopping at the stations. The speed of the car is
What's the difference between a finite state machine (FSM) and a hierarchical finite state machine (HFSM)? Give an example of a hierarchical state machine with functionality that you could not easily replicate in a non-hierarchical FSM.
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A man has Rs. 480 in the denominations of one-rupee notes, five-rupee notes and ten-rupee notes. The number of notes of each denomination is equal. What is the total number of notes that he has ?
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Two trains running in opposite directions cross a man standing on the platform in 27 seconds and 17 seconds respectively and they cross each other in 23 seconds. The ratio of their speeds is:
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How does a flocking-based steering system work? What are the components of a flocking-based steering system, and how are they combined? When does flocking-based steering break down or produce undesirable results? Are there any performance implications of the standard flocking model as described by Craig Reynolds, and if so, what are some ways to address them?