I want to understand what are the reasons, that there is such doddering/woobling of either GUI or scene while zooming camera in and out or animating scale of/moving objects and how to get rid of this.
I am not an expert and I not sure I understand exactly what you are referring to. But I think that the strange doddering of the image is due to the changing in the number of onscreen-pixels covered by one pixel in the art. It is an approximation problem: I may guess you are using the “nearest” filter to draw the pixel art on the screen, and the onscreen-pixels does not “spring” at the same frame to the next pixel in the art. (I hope I am being clear…)
And indeed I guess slow scale animation is very hard with pixel art.
And yes, I am aware that it is indeed a problem with approximation and I suppose that when I’m animating something it operates on double and it doesn’t fit well with pixel art “quantized” values - but there are pixel art games without such problems - so is there a solution for this? I can’t find it because I can’t identify the problem and name it properly
@roccosaienz I don’t see such woobling in any pixel art I know, Dead Cells, Death’s Gambit for example have a very fluid background movement, I can’t think of any that has such problems
@gianmichele thanks for the link! I’ll check this
Yes! The Pkeod solution avoid the problem. I have quickly read it, if I understand correctly it first draw offscren with nearest and then onscreen with linear to smooth the scaling.
@Pawel yes, you are right! sorry, probably they are using something similar to Pkeod solution.