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Using graphics in game

Ranch Hand
Posts: 99
Android Tomcat Server Java
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While developing game what is the best way to deal with graphics so that it looks good on all screen densities? Either we can use graphics for all three densities (hdpi,mdpi & ldpi), this can make build size very large if game rely heavily on graphics. Or we can use graphics specfic to one density, either hdpi or mdpi & resizing it when reqiured. Or we can develop different builds of same game according to screen density & size. What is the best way of dealing with graphics?

Thanks & Regards,
Anuj Prashar
Posts: 47
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You basically summed up all the options you have: assets for each density or a single assets set that you scale down/up depending during run-time.

Which one is better depends on the graphical style you are aiming for as well as the time you have to put into creating different resolution assets. For pixelated games you might get away with scaling. For more elaborate graphics your best bet would be to go with the first option of one asset set per density. The current APK maximum size of around 50mb limits this a little of course. But one can work around that by downloading additional assets during the first run of the game.
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Google Web Toolkit IntelliJ IDE
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An Android application using graphics for game powered by a custom 2D graphics library and Open-GL ES 1.0 for high performance 3D graphics. The graphical tasks are best accomplished with varying techniques.
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