The question of supporting multiple screens has been asked to death, but I haven't seen much discussion in regards to game development (with hitboxes, collision checking, etc).
Currently, my game is running in "compatibility mode" producing very poor visuals on higher end devices due to upscaling. I'm looking for tips and recommendations for what others have done to make their games graphics look good across all screen sizes.
Do developers include 2 copies of each resource (medium and high densities) or are high density resources simply scaled down for lower density devices?
Are density-independent pixels used in your calculations?
Do developers include 2 copies of each resource (medium and high densities) or are high density resources simply scaled down for lower density devices?
This is one way to handle things, I have seen the following done:
When using method 2. or 3. this is the way I handle it:
This gives me the screen density value I need for future calculations.
I prefer method 3.
I'm currently working on a isometric 2d game engine that loads .svg assets from disk then "draws them to a bitmap" during the "loading" portion of the stage. Doing this I get the benefits of small size on disk (.svg) and faster performance (bitmaps) while running my game.
The workflow is as follows:
Are density-independent pixels used in your calculations?
Yes, I use it as follows:
sprite.x = new_x_position * screen_density;
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