I am developping a Android smartphone game in LibGDX, and I am encountering issues about resolution managing. Most notably, I have no clue how to handle that in LibGDX. For now, I am developping based on my Nexus 5 screen, but it will certainly not (down)scale well to devices with lower density screens.
On the web, most data are about LibGDX < 1.0.0 and is totally irrelevant. The few things I have found talks about the Viewport classes, but it is poorly explained ; the game is either horribly stretch or way too small on high-definition devices.
At this point, I have understood that I need to define a "virtual screen" of some unit (lets say meters) and then place my elements based on this unit. But there is no fragment of clue on how to do that the right way in LibGDX ; when using Scene2D, for example, buttons are totally misshaped, with letters out of the box, buttons clearly overstretched and such, or ultra small based on the Viewport class used.
In the same way, using multiple asset size is not clear ; how to load them based on pixel density, how to force them to be there at the good size ? Etc... This stuff can make anyone crazy at start.
What I want to know is : is there somewhere some good, updated to recent libGDX, demos, examples or tutorial to the proper way to handle resolution, screen ratio and such in recent libGDX ? The libGDX viewport example, while a good start, are still unclear to me, and don't show the multiple asset size thing.
Thanks for any help, it is highly needed.
1280x960
and scale (plus letterbox) it to the current device (eg.320x240
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