[GD-General] More screen res love (tile graphics)
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From: Brian H. <ho...@py...> - 2003-03-30 19:01:18
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You know, a whole book could be written about dealing with= multiple screen resolutions... Handling text seems easy enough if you use something like= FreeType. Handling 3D stuff is obviously easy enough as well. The GUI components can be handled either by drawing them vector style or= by having multiple resolutions for your components. What doesn't scale well, unfortunately, are tile graphics, be= they isometric or just good old 2D grids. If your artists makes a set= of 32x16 tiles designed for 640x480, then going to other resolutions= is going to be problematic. For our lower end games it's reasonable to just choose a= resolution and say "Hey, deal with it". The problem is that LCDs pretty much blow this to hell. If you= force 1024x768 on a 1280x1024 LCD, the interpolation artifacts can be extremely jarring, bad enough that a game with significant text= isn't playable (at least, to me). So what I've thought about is forcing 1024x768, and just= centering on systems that are running at a higher resolution, and possibly allowing an override. Multi-monitor can really blow this to hell though, because there= are several distinct versions available and all have different= semantics. Doing something naively like simply centering a 1024x768 window= is very wrong when that window straddles both monitors; but on other= multi-mon configurations it won't straddle both, etc. Brian |