I've been busy working on my game for Android but there are few things I'm still a bit feeling "wonky" over. Can I get the android screen pixels to match the world coordinates? I'm guessing not, never thought of this really.
But my main question is, since I'm doing a 2D game, how should I perform frustum culling for objects in my 2D game? Obviously I don't want to to render objects that are WAY off the screen
Also, what about "picking"? Since I'm going to do a game where place stuff into the game world by pressing the touch screen I guess I need to do some sort of conversion from screen coordinates to the actual world coordinates that OpenGL ES uses. How is this done?
Basically what I'm after I want to slam an object in the world on to the exact spot the user just pressed on
Also if it matters at all I'm using the Glu.gluOrtho2D() method to produce my orthogonal view of the game world.Cheers!
EDIT #1:
or does calling GLU.gluOrtho2D() already match the world coordinates to screen coordinates if I give it the screen W and H? If so, I can then easily just use screen coordinates to say that "place this item here", right? But if no then I need to do the screen space to world space conversion.
So easiest for me probably would be to able to match screen coordinates to openGL world coordinates. Any ideas?
// SkyWhy


