New answers tagged resolution
on IOS as far as i know you can't create a framebuffer with a different resolution than the screen so the only approach is to render everything into a texture and draw it afterwards on the screen. Also targeting different resolutions is quite hard and there are a couple of things to take into accound: Aspect ratio of the screen: The texture you create ...
My games had a "target resolution", say 1024x768. They were rendered to a texture. The video mode was set to the native resolution of the monitor, the texture would be scaled up so that it took the whole height of the mode (or width, but it's a less common case), and then drawn as a single quad. This made the game logic resolution-independent, and also did ...
Currently I draw into a texture (1280, 720) or adapted to the screen ratio. Then this texture is displayed upscaled.
As congusbongus wrote, you have listed most of the options. The usual solutions we use in games (sorry I'll be repeating you a lot): You can keep the gap. If you'll do that, you definitely should center the play area so the gap is the same on all sides. Otherwise it looks strange visually. Then you can.. Fill the gap with some solid tiles, or even some ...
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