Jump to content
  • Advertisement
Sign in to follow this  

Hud rendering scale/position/text

This topic is 1997 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


i am currently writing a 2D Platformer with Java and LWJGL. I am at the point where i want
to display a hud - for displaying player lives, score, etc. and render an UI for my integrated level editor.

The game is designed to run with every screen resolution, the entire orthographic projection is scaled and positioned with a simple factor based on the designed screen size and current screen size. No need to calculate ratio, add cinematic borders, etc. Not sure if that is the correct way for handling different screen resolutions but works for my game, cause the camera is always centered on the player and zoomed based on the above factor.

But how to design/render and UI/HUD for my game which works my different screen resolutions too, i havent figured that out yet.

If i use a fixed screen size for hud/ui rendering everything will be fine, until the screen resolution is changed to an different aspect ratio, for example switching from 4/3 to 16/9 will stretch rendering. But switching from 800 x 600 to 1600 x 1200 will work fine.

Is there a good explanation how to design/render HUD´s for different screen resolutions / aspect ratios?

Here is a small video for showing the current handling of the zoom based on screen size:

Thanks in advance,

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!