Oh but let me add one more thing - I do like using a game-scale that has nothing to do with screen size. Say you have an overhead 2D arena... pick an aspect ratio that works for you (1.5:1 is a good one) and play the game in it (so maybe 150 units wide by 100 units vertical - using floats to add precision). Then all you have to do is project to fit the screen (with distortion) and it'll work on any screen.
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

