ContentScaleFactor not required ? #2596
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In cocos2d-x in AppDelegate.cpp code there used to be something like: if (frameSize.width > mediumResolutionSize.width) This was used to support different textures for different resolution devices etc. But in axmol, I have noticed that the template does not have that. Is anything different ? |
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It depends entirely on how you design your assets. If you want to support low-end devices: For example, if you have high-resolution images (e.g., 2048x2048...) and want to automatically scale them down for weaker devices → you should use If you design just one set of images (vector or high-quality PNGs) and don’t need to optimize for low-end devices → then you may not need to use 👉 This is the approach I'm currently using: I only design one FULL HD asset set. Most modern devices today have HD/FHD+ or higher screens (Retina, AMOLED, 2K…), so there are hardly any devices still using SD (480x320) resolution. Dividing into SD (480x320) is practically obsolete now, except for a few very old Android phones. If you're targeting iOS 12+ or Android 8.0+, there's no need to split assets into SD/HD anymore — just design high-quality images. In conclusion, it fundamentally depends on how you design your game. Engines like Unity, Cocos2d-x, or Axmol... will support loading the appropriate assets for you! |
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It's similar to Cocos2d-x, you can just take it and use it.