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 (LateUpdate or 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.json upon 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).

Installs
4
GitHub Stars
5
First Seen
Oct 26, 2026