I have an idea for an app that would include the ability to pan, rotate, and zoom into the level like many games do.
I have a few questions about best practices when planning how this is setup. See attached image as reference.
1) I would like my zoom to vary between showing the whole map to zooming into about 200%. So the landscape would be twice as larger and the viewer would be closer to the action. How can I even begin to support this idea with HD graphics on retina displays? To have the level viewable all at once, it basically needs to be nearly 2048 tall already, but then I want to be able to get 200% closer, meaning it will have to be HUGE. Any tips or tricks to avoid having MASSIVE images?
2) Is 2DToolKit a good fit for this idea? Should I explore something like Rage tools?
3) I've tried some brief tests using the dicing feature. This does help, but I was wondering if there's a to not only eliminate blank space, but also slices that end up being identical. For instance when I dice the attached image (leaving out the blue, and making it transparent) I get many slices, representing the inner portion of the island, that are the same. How could I optimize this?
I guess I'm looking both for specific answers, and hopefully some tips to point me in the right direction for creating a level that is able to use panning, rotation, and zoom, all with support for HD devices such as iPad 3.
Thanks!