Screen Resolution Concerns

I haven’t done a lot of 3D projects that have required me to think much about a variable screen resolution. Right now I’m getting to a point in development of a small Android game, and resolution is definitely going to be a concern of mine.

I have worked with 2D and multiple resolutions before. Mostly with interface. Basically scaling the size and position based on the current screen size.

What do I need to do when it comes to 3D? Testing in the various default resolutions of the editor (as well as my own android phone) gives me widely different results so far was what is displayed or cut off in the 3D space. I don’t want to have a gigantic ‘safe zone’ on larger resolutions that is being wasted. Screen space is already a precious commodity, even on the biggest smart phones.

So what exactly is your question?

What concerns do I have to take into account for 3D when it comes to dealing with a variable screen resolution?

What kind of a game is it?
Off topic, this feels like politics. Answering each question with another question.

Brick breaker kind of game. Static camera, and I need to make sure everything in the scene can be seen on different resolutions. And hopefully look as similar as possible on each.

I guess its like politics. But my initial question was general, because I’m just looking for general advice. I’m not looking for someone to write the code for me. Also, this is something that is a concern for all 3D applications, not specific to mine.

Well, if you set it up so everything is visible in 4x3, then you’ll be just fine. All that changes between standard and widescreen is that you see more around the left and right of the camera.

Sounds like you’re talking about aspect ratio, not resolution. Different resolutions are a non-issue when talking about 3D, different aspect ratios are another story (depending on what you’re doing).

–Eric

Thank you for the advice.