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What sort of approach should I take when I'm writing a game that uses sprites.

Say for example, my phone runs with a 1080p resolution. If I wanted to run my game on my phone without some weird stretching going on, would I have to use a large sprite sheet with huge sprites, or would I just write the game with a small sprite sheet, using the original sizes for each sprite (without upscaling), and just let everything be automatically scaled by LibGDX?

Thank you!

Kelvin Chan
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1 Answers1

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I would recommend storing the image larger. You could then enable mipmapping and tweak the texture filters. (See libgdx texture filters and mipmap)

This way, the image gets automatically scaled into a variety of sizes on runtime, and then the appropriate image gets selected depending on the size the image is shown.

Community
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Ben Poulson
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