direct-camera-systems
Installation
SKILL.md
Direct Camera Systems
Architect and tune responsive 2D and 3D virtual camera directors that combine critically damped tracking, deadzone composition, look-ahead velocity framing, level boundary confinement, and collision-safe spring arms.
Core Rules
- Frame-Rate Independent Damping: Never use naive linear interpolation (
lerp(a, b, 0.1)) with raw frame delta time. Always use exponential decay (lerp(a, b, 1.0 - exp(-lambda * dt))) or critically damped spring solvers so camera tracking matches across $60\text{Hz}$, $144\text{Hz}$, and $240\text{Hz}$ displays. - Late-Update Execution Order: Evaluate camera positioning and orientation strictly after physics interpolation and target movement have completed for the frame (
LateUpdateor post-process tick) to prevent visual jitter. - Non-Destructive Shake & Impulse Layering: Apply camera trauma, recoil, and screen shake as additive local transform offsets on a child rig node so base tracking coordinates remain uncorrupted.
- Contract Adherence: Emit
contracts/schemas/implementation-result.jsonupon completing camera system implementations.
Suggested Process
1. Virtual Camera Rig & Deadzone Framing
Construct a virtual camera priority blending system. Configure screen-space deadzones (inner soft zone where small player adjustments do not pan the camera, and outer hard zone that clamps the target inside the frame).