Thanks for your input Bouh.
I’m not sure if it’s a bug, or just by design.
For those reading this post, those that are new to game dev, I just wanted to explain in simple terms what we are all discussing - it’s not just about the camera, it’s the way GDevelop is rendering sprites compared to other game engines.
GDevelop displays sprites in a siilar way how it was done in the old 8 bit days - such as with the Commoder 64 - yes I’m old, I know
Modern game engines such as Unity, render sprites in what some purist would say is cheating, the sprites aren’t on a pixel grid, their movement doesn’t move pixel by pixel, they are (if the term is correct) ‘interpolated’.
This means as a sprite moves (or a camera) in GDevelop, sprites can’t be drawn between pixels, but in Unity and Construct sprites can. This allows really smooth movement, including the camera etc.
But for those in Unity who prefer the more authentic pixel grid style, you can import a package to do this - although for me, I like being able to more sprites more smoothly, especialy when it comes to rotating sprites - otherwise I would have to make sprites for each angle of rotation and animate them.
Below is a sprite square with a low resolution (320x180 cropped), it is how Construct 2 and Unity displays sprites by default:
But in GDevelop, this is the how they are displayed, ‘authenticly’:
This means the discussion we have had with the camera movement issue, this is all part of the same thing. The camera is essentially just moving the sprites, and they can only occupy space on the pixel grid, there is no inbetween pixels, this gives us a quite choppy result.
The reason why most people don’t notice it is because they often go for much higher resolutions. But with retro style games that are 8x8, 16x16 or possibly even 32x32 sprites, it looks obvious that things aren’t moving smoothly.
It’s odd though that the editor of GDevelop displays sprites like Unity or Construct without the pixel grid (although you can snap to it), but when the game is playing, it switches over to fixed pixels - no inbetween.
For me, and I’m sure many others, having the rendering of sprites the same as the editor is what you would expect in the preview.