I design everything for 480x320 and then use scaling factors to work on larger and smaller screens.
I like to use Y to determine the scale since X tends to be shorter and longer depending on screen. Assuming you're in landscape orientation: float scale2d = viewportWidth / 320f; That results in a scale of: 480x320 = 1.0 800x480 = 1.5 854x480 = 1.5 320x240 = 0.75 All 2D measurements (like being offset by 10 from the left) are multiplied by the scale (so for instance, 1.5 on the droid/n1/evo) to get the actual pixels. This works great for things like the HUD, but does not work correctly for actual gameplay areas. For those, I set the projection to fit the screen and just let things distort. It's the only way I've found to have a consistent gameplay experience across all screen densities and aspect ratios. Some people maintain aspect ratio for the game and change how much you can view. So long as all of the important stuff is in view on the smallest screen and you don't get a huge advantage to having more in view on the large, wide screens, I wouldn't see a problem with that. On Jun 26, 12:38 pm, General1337 <[email protected]> wrote: > Hello, > We're looking for a method to properly scale our textures and world. > The current method we're using is having an arbitrary world unit which > calculates the screen resolution and receives the size of a pixel on > all resolutions. However is there an easier way of implementing a > scaling method for game development? We have looked through dip and > other android native elements but these don't work as well for a > larger scale on game dev. > Thanks! -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

