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!

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