This is pretty easy. You basically build your entire program for your own resolution, but there is something like this about everything about positioning and resizing textures:
private void resize() { float x = Gdx.graphics.getWidth(); float y = Gdx.graphics.getHeight(); float changeX = x / assumeX;
Essentially, you take each generated object and run it through something that increases / decreases depending on the change in x / y values ββin your resolution. The farther from the native, the more will be. When you check something somewhere or put something somewhere, always encode it as the desired resolution, but pass it through the resize function before displaying it or allowing it to interact with the rest of your program.
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