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camera-systemlisted

Architecture blueprint for game cameras across genres: virtual-camera stacks, blending brains, orbit/follow rigs, collision and occlusion, combat lock-on, genre-specific cameras, damping math, shake, FOV, photo mode, and comfort. Use when designing or building game cameras, dynamic framing, camera collision, lock-on, shake, split-screen, VR comfort, or when the camera jitters, fights the player, or causes motion sickness.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Camera System Build the camera of a game — the third pillar of feel alongside `character-controller` and `combat-system`. References: John Nesky's *50 Game Camera Mistakes*, God of War's one-shot camera, Itay Keren's *Scroll Back* (2D cameras), the Toric-space camera-control research, and Cinemachine as the reference implementation. Excluded: authored cutscene cameras on a timeline (`cinematic-system`). ## The architecture rule **A stack of declarative virtual cameras + one brain that blends. Gameplay never writes the final camera transform.** ``` vcams (one per context: explore / combat / aim / dialogue / photo) = declarative configs {follow target, look target, distance, offsets, damping, FOV, noise} brain = picks the live vcam by priority, blends via a per-pair blend table camera state = a data struct (pos, rot, FOV, lens) — blending = interpolating pipeline per vcam: composition → collision/occlusion → noise/shake volumes = the designer override layer (level-placed, blend in/out) ``` Gameplay talks to the system through states and events only — the same router/stack discipline as `menu-ui-manager`. ## Nesky's law (the input contract) **Never fight the player's input.** Every automatic behavior (recentering, auto-framing, soft-lock bias) suspends the instant the player touches the camera stick and resumes only after an idle delay. Manual input always wins. And **cut — don't blend — when passing through opaque geometry** (unless you've signed up for the one-s