Universal (iPhone / iPod touch / iPad) applications: handling images

Discussion in 'iOS Programming' started by wrldwzrd89, May 26, 2010.

  1. wrldwzrd89 macrumors G5

    wrldwzrd89

    Joined:
    Jun 6, 2003
    Location:
    Solon, OH
    #1
    I have a question for those of you building universal apps for the iPhone ecosystem. What's the best way to handle cases where, in order to make the application look good on the iPad and the iPhone/iPod touch, differently sized images are required? I'm not referring to OpenGL here - this is just plain old 2D, top-down perspective rendering. More specifically, I am strongly considering doing a rewrite of Mazer5D, my Java 6 game, for this ecosystem. One of its tenets is a fixed-size viewing window, relative to the image size (for example, with 48x48 pixel images and a 7x7 grid, the viewing window would be 336x336 pixels). Problem is, the screen size on the iPod touch/iPhone and the iPad is not the same, which poses some problems for this type of application.
     
  2. jeremy.king macrumors 603

    jeremy.king

    Joined:
    Jul 23, 2002
    Location:
    Fuquay Varina, NC
    #2
    I've heard of a few strategies. The commonly repeated ones are

    Use high res bitmap images and scale down based on display size (or multiplier)
    Use vector based graphics
     

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