Game Development Reference
In-Depth Information
Tip I recommend that you use the PNG digital imaging format for your Java 8
games. This is a professional image- compositing format, and your games will essen-
tially be a real-time sprite-compositing engine, so you will need to use PNG32 imagery.
PNG has two truecolor file versions: PNG24 , which cannot be used in image com-
positing, and PNG32 , which carries an alpha channel used to define transparency.
I recommend PNG for your games because it has a decent image compression al-
gorithm and because it is a lossless image format. This means that PNG has great im-
age quality as well as reasonable levels of data compression efficiency, which will
make your game distribution file smaller. The real power of the PNG32 format lies in
its ability to composite with other game imagery, using transparency and antialiasing
(via its alpha channel).
Digital Image Resolution and Aspect Ratio: Defining
Image Size and Shape
As you probably know, digital imagery is made up of 2D (two-dimensional) arrays of
pixels (“pixel” stands for picture [pix] element [el]). The sharpness of an image is ex-
pressed by its resolution , which is the number of pixels in the image width (or W ,
sometimes referred to as the x axis ) and height (or H , sometimes referred to as the y
axis ) dimensions. The more pixels an image has, the higher its resolution. This is simil-
ar to how digital cameras work, as the more megapixels in an image capture device
(called a camera CCD), the higher the image quality that can be achieved.
To find the total number of image pixels, multiply the width pixels by the height
pixels. For instance, a wide video graphics array (VGA) 800 × 480 image contains
384,000 pixels, which is exactly three-eighths of a megabyte. This is how you would
find the size of your image, both in terms of kilobytes (or megabytes) used and height
and width on the display screen.
The shape of a digital image asset is specified using the image aspect ratio . Aspect
ratio is the width:height ratio for the digital image and defines the square ( 1:1 aspect
ratio) or rectangular (also known as widescreen ) digital image shape. Displays featur-
ing a 2:1 (widescreen) aspect ratio, such as 2,160 × 1,080 resolution, are now available.
A 1:1 aspect ratio display (or image) is always perfectly square , as is a 2:2 or 3:3
aspect ratio image. You might see this aspect ratio on a smart watch, for instance. It is
important to note that it is the ratio between these two width and height (x and y) vari-
ables that defines the shape of an image or screen, not the actual numbers themselves.
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