Tips for supporting multiple screens in an opengl 2D game?

The question of supporting multiple screens was asked to death, but I have not seen much discussion regarding game development (with hitboxes, collision checking, etc.).

My game currently works in compatibility mode, creating very poor visual effects on higher end devices due to scaling. I’m looking for tips and tricks on what others have done to make their game graphics look good in all screen sizes.

Do developers have 2 copies of each resource (medium and high density) or high density resources simply reduced for lower density devices?

Do you use density-independent pixels in your calculations?

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Do developers have 2 copies of each resource (medium and high density) or high density resources simply reduced for lower density devices?

This is one way of handling things, I have seen the following:

2. 3. , :

  • 960 x 1600.
  • 480 x 800 -
  • 320 x 400 - .

, .

3.

2d, .svg , " " "" . , (.svg) ( ) .

:

  • .svg
  • .svg
  • .svg

, ?

, :

sprite.x = new_x_position * screen_density;
+2

. , Android .

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