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Yoshinon Eared2016-10-01 03:48:40
Programming
Yoshinon Eared, 2016-10-01 03:48:40

How are pixel art properly scaled in games?

Good day, gentlemen.
We are working on one project, we have decided on the style - pixel graphics, based on tiles, orthogonal projection.
There was a problem with the correct drawing/fitting/algorithmization (I'm sorry, I don't know exactly how to call it) this miracle for different monitor sizes.
It is assumed that increasing the size of the application window should not increase the radius of visibility of the playing field, but should change its size so that in relative terms everything remains approximately the same as before (i.e. the larger the window, the more sprites and all this proportionately).
The problem is also to prevent "blurring" of sprites, when too much enlarged sprites begin to blur.
What do you advise? Where to dig? Perhaps it is already somewhere in Google, then I will not mind if my face is poked there.
Thanks in advance.

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maaGames, 2016-10-01
@Aquinary

Either "blurring", or nearest texture filtering (the nearest pixel is selected without any filtering, there will be noticeable artifacts if the screen resolution is not a multiple of the original size), or a set of textures for each resolution.
Usually use nearest filtering as the simplest solution.

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