Ok, this is a weird one.
I’ve noticed in many old games, during the animations the mesh of an emeny would “jitter”. It would actually move and animate - but instead of doing it with a normal, stable mesh, the polygons would start to suddently move, almost in a boiling fashion.
I’ve seen recently this kind of effect in a game called “Lost in Vivo”, but here is clearly a post processing effect that takes place when the camera moves, the fastest the stronger the mesh agitation.
You can clearly see this effect starting at the minute 2:00 of this video:
Out of curiosity, anyone knows why
this happened in some old games?
Most importantly, anyone has any idea
on how to reproduce a similar effect?
“The PSX’s hardware only allow fixed point calculation so when the camera is moving or an object is moving, any given vertex stays in its position until it’s close to the next position and suddenly snap to it, nowadays graphics hardware can interpolate vertices between two position smoothly thanks to more floating point precision that is available.”
EDIT: This actually isn’t the correct vertex snapping technique for a PS1 style effect because it works in world space instead of view/screen space
Sorry man just one more thing: I need to get the node “Camera relative world position” but it doesn’t pop up. I remember I had this problem already an solved it, but I can’t remember how. Do you happen to remember how to get that node?