Design resolution, camera size and the whole world units thing
by LateNightCoder · in Torque X 2D · 04/23/2008 (3:42 pm) · 0 replies
Hi,
I have knocked together some fairly decent stuff with torque but always just used the default design resolutions and tweaked everything in my graphics to look ok on my screen.
Going forward I am hoping to put something together a little more polished and complete, and want to allow for different resolutions and widescreen etc. However, before, that though I need to understand the whole screen resolution, world units and relative sizing thing.
I know there have been a few posts about this in the past but none make anything any clearer.
Basically, if I set the design resolution in the preferences to 800x600 and the camera to 800x600 would I have one world unit = one pixel?
What I am hoping to setup is a screen that is 800x600 and use tiles that are 32x32 pixels without any resizing. Therefore, do I use a tilemap with 25x19 tiles to cover this?
Also, does this make everything use the same units of measurement?
I have knocked together some fairly decent stuff with torque but always just used the default design resolutions and tweaked everything in my graphics to look ok on my screen.
Going forward I am hoping to put something together a little more polished and complete, and want to allow for different resolutions and widescreen etc. However, before, that though I need to understand the whole screen resolution, world units and relative sizing thing.
I know there have been a few posts about this in the past but none make anything any clearer.
Basically, if I set the design resolution in the preferences to 800x600 and the camera to 800x600 would I have one world unit = one pixel?
What I am hoping to setup is a screen that is 800x600 and use tiles that are 32x32 pixels without any resizing. Therefore, do I use a tilemap with 25x19 tiles to cover this?
Also, does this make everything use the same units of measurement?
About the author