Review questions

A

In what order must we call our critter[i].move and critter[i].update methods in order to make the simulation behave in a more 'parallel' fashion?

B

How do we justify converting the physical law acceleration = d/dt velocity into the computer code velocity += dt * acceleration?

C

How do we use Newton's law F = m x a?

D

Draw a UML diagram and write a little code to explain how a cCritter object delegates its reactions to forces out to instances of the cForce class.

E

What is the code for the cCritter::feelforce method? Why is the argument this passed?

F

What are some of the kinds of forces implemented by the Pop Framework?

G

What's the difference between a cForce, a cForceObject, and a cForceClass ?



    Part I: Software Engineering and Computer Games
    Part II: Software Engineering and Computer Games Reference