I’m just starting out on libGDX and as I’ve feared, this is how cameras work.
http://libgdx.googlecode.com/svn/wiki/img/projection_viewport_camera_stretched_view.png
(I know there is a stretching problem here, but that’s besides the point.)
I’m sure everyone who’s ever dealt with OpenGL can relate. Now, coming from the unicorns and rainbows
of Slick2D, I am confused as to how I use this to render my games.
Ofcourse, after a quick google I realize I can just set the projection to whatever my window size is, but is that a viable solution?
I can’t help but think it was set up like this for a reason.
Will it have any impacts on the Android version?
Actually, this is kind of a side question coming. How does one manage the screensize of the desktop version, and the one of the android version?
Surely, they can’t be the same.
How do you guys usually manage your model-objects in a scene, because working with an X, and Y coord for every sprite just doesn’t work very well in this instance?
Thanks